/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #pragma once #ifndef __CRYDX12SHADERRESOURCEVIEW__ #define __CRYDX12SHADERRESOURCEVIEW__ #include "DX12/Resource/CCryDX12View.hpp" class CCryDX12ShaderResourceView : public CCryDX12View { public: DX12_OBJECT(CCryDX12ShaderResourceView, CCryDX12View); static CCryDX12ShaderResourceView* Create(CCryDX12Device* pDevice, ID3D11Resource* pResource, const D3D11_SHADER_RESOURCE_VIEW_DESC* pDesc); virtual ~CCryDX12ShaderResourceView(); #pragma region /* ID3D11ShaderResourceView implementation */ virtual void STDMETHODCALLTYPE GetDesc( _Out_ D3D11_SHADER_RESOURCE_VIEW_DESC* pDesc) final; #pragma endregion void BeginResourceStateTransition(DX12::CommandList* commandList) { //commandList->QueueTransitionBarrierBegin(GetDX12View().GetDX12Resource(), D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE); } protected: CCryDX12ShaderResourceView(ID3D11Resource* pResource11, const D3D11_SHADER_RESOURCE_VIEW_DESC& desc11, ID3D12Resource* pResource12, const D3D12_SHADER_RESOURCE_VIEW_DESC& desc12); private: D3D11_SHADER_RESOURCE_VIEW_DESC m_Desc11; }; #endif