/* * 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. // Description : Definition of the DXGL wrapper for ID3D11ShaderResourceView #include "StdAfx.h" #include "CCryDXMETALShaderResourceView.hpp" #include "CCryDXMETALDevice.hpp" #include "CCryDXMETALResource.hpp" #include "../Implementation/GLResource.hpp" #include "../Implementation/MetalDevice.hpp" CCryDXGLShaderResourceView::CCryDXGLShaderResourceView(CCryDXGLResource* pResource, const D3D11_SHADER_RESOURCE_VIEW_DESC& kDesc, CCryDXGLDevice* pDevice) : CCryDXGLView(pResource, pDevice) , m_kDesc(kDesc) { DXGL_INITIALIZE_INTERFACE(D3D11ShaderResourceView) } CCryDXGLShaderResourceView::~CCryDXGLShaderResourceView() { } bool CCryDXGLShaderResourceView::Initialize(NCryMetal::CDevice* pDevice) { D3D11_RESOURCE_DIMENSION eDimension; m_spResource->GetType(&eDimension); m_spGLView = NCryMetal::CreateShaderResourceView(m_spResource->GetGLResource(), eDimension, m_kDesc, pDevice); return m_spGLView != NULL; } NCryMetal::SShaderResourceView* CCryDXGLShaderResourceView::GetGLView() { return m_spGLView; } //////////////////////////////////////////////////////////////////////////////// // Implementation of ID3D11ShaderResourceView //////////////////////////////////////////////////////////////////////////////// void CCryDXGLShaderResourceView::GetDesc(D3D11_SHADER_RESOURCE_VIEW_DESC* pDesc) { *pDesc = m_kDesc; }