Represents a depth stencil buffer.
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#include <DepthStencilBuffer.h>
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static DepthStencilBuffer | Create (ID3D11Device1 *device, U32 width, U32 height, DXGI_FORMAT format=DXGI_FORMAT_D24_UNORM_S8_UINT, bool useAsShaderResource=false, U32 multiSamples=1, U32 msQuality=0, U32 arraySize=1) |
| Creates a depth stencil buffer.
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ComPtr< ID3D11Texture2D > | Texture |
| The depth stencil texture.
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ComPtr< ID3D11DepthStencilView > | DSView |
| The depth stencil view.
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ComPtr< ID3D11DepthStencilView > | ReadOnlyDSView |
| The read only depth stencil view.
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ComPtr< ID3D11ShaderResourceView > | SRView |
| The shader resource view.
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U32 | Width |
| The width of the depth stencil buffer.
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U32 | Height |
| The height of the depth stencil buffer.
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U32 | MultiSamples |
| The number of multisamples.
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U32 | MSQuality |
| The multisample quality of the depth stencil buffer.
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DXGI_FORMAT | Format |
| The format of the depth stencil buffer.
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U32 | ArraySize |
| The number of array slices.
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std::vector< ComPtr< ID3D11DepthStencilView > > | ArraySlices |
| The array slices.
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Represents a depth stencil buffer.
◆ Create()
DepthStencilBuffer Nui::Graphics::DepthStencilBuffer::Create |
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ID3D11Device1 * | device, |
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U32 | width, |
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U32 | height, |
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DXGI_FORMAT | format = DXGI_FORMAT_D24_UNORM_S8_UINT, |
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bool | useAsShaderResource = false, |
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U32 | multiSamples = 1, |
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U32 | msQuality = 0, |
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U32 | arraySize = 1 ) |
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Creates a depth stencil buffer.
- Parameters
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device | DX11 device |
width | The width of the depth stencil buffer |
height | The height of the depth stencil buffer |
format | The format of the depth stencil buffer |
useAsShaderResource | Whether or not to use the depth stencil buffer as a shader resource |
multiSamples | The number of multisamples |
msQuality | The multisample quality |
arraySize | The number of array slices |
- Returns
- The depth stencil buffer
The documentation for this struct was generated from the following files: