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OGRE 2.3.3
Object-Oriented Graphics Rendering Engine
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#include <OgreD3D11DepthBuffer.h>
Public Types | |
enum | DepthFormatsMask { DFM_D32 = 1u << 0u , DFM_D24 = 1u << 1u , DFM_D16 = 1u << 2u , DFM_S8 = 1u << 3u } |
enum | PoolId { POOL_NO_DEPTH = 0 , POOL_MANUAL_USAGE = 0 , POOL_DEFAULT = 1 , POOL_NON_SHAREABLE = 65534 , POOL_INVALID = 65535 , POOL_NO_DEPTH = 0 , POOL_MANUAL_USAGE = 0 , POOL_DEFAULT = 1 , POOL_NON_SHAREABLE = 65534 , POOL_INVALID = 65535 } |
enum | PoolId { POOL_NO_DEPTH = 0 , POOL_MANUAL_USAGE = 0 , POOL_DEFAULT = 1 , POOL_NON_SHAREABLE = 65534 , POOL_INVALID = 65535 , POOL_NO_DEPTH = 0 , POOL_MANUAL_USAGE = 0 , POOL_DEFAULT = 1 , POOL_NON_SHAREABLE = 65534 , POOL_INVALID = 65535 } |
Static Public Attributes | |
static uint8 | AvailableDepthFormats |
During initialization DefaultDepthBufferFormat is overriden with a supported format. | |
static PixelFormatGpu | DefaultDepthBufferFormat |
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inherited |
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inherited |
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inherited |
Ogre::D3D11DepthBuffer::D3D11DepthBuffer | ( | uint16 | poolId, |
D3D11RenderSystem * | renderSystem, | ||
ID3D11Texture2D * | depthStencilResource, | ||
ID3D11DepthStencilView * | depthBufferView, | ||
ID3D11ShaderResourceView * | depthTextureView, | ||
uint32 | width, | ||
uint32 | height, | ||
uint32 | fsaa, | ||
uint32 | multiSampleQuality, | ||
PixelFormat | pixelFormat, | ||
bool | isDepthTexture, | ||
bool | isManual | ||
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Ogre::D3D11DepthBuffer::~D3D11DepthBuffer | ( | ) |
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virtualinherited |
Called when a RenderTarget is attaches this DepthBuffer.
renderTarget | The RenderTarget that has just been attached |
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virtualinherited |
Called when a RenderTarget is detaches from this DepthBuffer.
renderTarget | The RenderTarget that has just been detached |
void Ogre::D3D11DepthBuffer::_resized | ( | ID3D11DepthStencilView * | depthBufferView, |
uint32 | width, | ||
uint32 | height | ||
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internal method, gets called when the renderwindow was resized
Sets the pool id in which this DepthBuffer lives.
Note this will detach any render target from this depth buffer
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inherited |
Copies the contents of the DepthBuffer to the destination.
Useful when you want to bind a DepthBuffer for sampling as a texture, but later resume rendering with this depth buffer (binding a DepthBuffer as a texture forces it to be decompressed and disables other optimization algorithms on a lot of Hardware. GCN Tahiti aka AMD Radeon R9 280 is no longer affected by this issue)
destination | DepthBuffer to copy to. |
ID3D11DepthStencilView * Ogre::D3D11DepthBuffer::getDepthStencilView | ( | uint8 | viewportRenderTargetFlags | ) |
ID3D11ShaderResourceView * Ogre::D3D11DepthBuffer::getDepthTextureView | ( | ) | const |
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inherited |
Gets the pool id in which this DepthBuffer lives.
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virtual |
Returns whether the specified RenderTarget is compatible with this DepthBuffer That is, this DepthBuffer can be attached to that RenderTarget.
renderTarget | The render target to test against |
exactFormatMatch | True if looking for the exact format according to the RT's preferred format. False if the RT's preferred format should be ignored. |
Reimplemented from Ogre::DepthBuffer.
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inherited |
Manual DepthBuffers are cleared in RenderSystem's destructor.
Non-manual ones are released with it's render target (aka, a backbuffer or similar)
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inlineinherited |
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inlineinherited |
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inlineinherited |
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inlineinherited |
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inlineinherited |
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inlineinherited |
operator new, with debug line info
placement operator new
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inlineinherited |
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inlineinherited |
array operator new, with debug line info
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staticinherited |
During initialization DefaultDepthBufferFormat is overriden with a supported format.
This can be troublesome when creating the first render window, as you cannot tell Ogre which format do you wish to use for that window.
That's where AvailableDepthFormats comes in:
Before initialization user can set this mask to inform which formats they want to use. Ogre will go from best format to worst until a supported one is found. The default value is all bits set.
Set this to 0 to never use depth buffers. If you only wish render windows to not use depth buffers, then create the window with miscParam["depth_buffer"] = "no";
After initialization the mask is left untouched
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staticinherited |