/* * 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 __CCRYDX12UNORDEREDACCESSVIEW__ #define __CCRYDX12UNORDEREDACCESSVIEW__ #include "DX12/Resource/CCryDX12View.hpp" class CCryDX12UnorderedAccessView : public CCryDX12View { public: DX12_OBJECT(CCryDX12UnorderedAccessView, CCryDX12View); static CCryDX12UnorderedAccessView* Create(CCryDX12Device* pDevice, ID3D11Resource* pResource11, const D3D11_UNORDERED_ACCESS_VIEW_DESC* pDesc11); virtual ~CCryDX12UnorderedAccessView(); #pragma region /* ID3D11UnorderedAccessView implementation */ virtual void STDMETHODCALLTYPE GetDesc( _Out_ D3D11_UNORDERED_ACCESS_VIEW_DESC* pDesc) final; #pragma endregion template void BeginResourceStateTransition(T* pCmdList) { //pCmdList->QueueTransitionBarrierBegin(GetDX12View().GetDX12Resource(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS); } template void EndResourceStateTransition(T* pCmdList) { pCmdList->QueueTransitionBarrier(GetDX12View().GetDX12Resource(), D3D12_RESOURCE_STATE_UNORDERED_ACCESS); } protected: CCryDX12UnorderedAccessView(ID3D11Resource* pResource11, const D3D11_UNORDERED_ACCESS_VIEW_DESC& desc11, ID3D12Resource* pResource12, const D3D12_UNORDERED_ACCESS_VIEW_DESC& desc12); private: D3D11_UNORDERED_ACCESS_VIEW_DESC m_Desc11; }; #endif // __CCRYDX12UNORDEREDACCESSVIEW__