Replace RTV/DSV/SRV creation with wrapper classes
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@@ -18,6 +18,12 @@ void D3D12DepthStencilView::Initialize(ID3D12Device* device, ID3D12Resource* res
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device->CreateDepthStencilView(resource, desc, m_handle);
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}
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void D3D12DepthStencilView::InitializeAt(ID3D12Device* device, ID3D12Resource* resource, D3D12_CPU_DESCRIPTOR_HANDLE handle, const D3D12_DEPTH_STENCIL_VIEW_DESC* desc) {
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m_resource = resource;
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m_handle = handle;
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device->CreateDepthStencilView(resource, desc, m_handle);
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}
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void D3D12DepthStencilView::Shutdown() {
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m_handle = {};
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m_resource = nullptr;
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@@ -18,6 +18,12 @@ void D3D12RenderTargetView::Initialize(ID3D12Device* device, ID3D12Resource* res
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device->CreateRenderTargetView(resource, desc, m_handle);
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}
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void D3D12RenderTargetView::InitializeAt(ID3D12Device* device, ID3D12Resource* resource, D3D12_CPU_DESCRIPTOR_HANDLE handle, const D3D12_RENDER_TARGET_VIEW_DESC* desc) {
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m_resource = resource;
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m_handle = handle;
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device->CreateRenderTargetView(resource, desc, m_handle);
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}
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void D3D12RenderTargetView::Shutdown() {
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m_handle = {};
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m_resource = nullptr;
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@@ -18,6 +18,12 @@ void D3D12ShaderResourceView::Initialize(ID3D12Device* device, ID3D12Resource* r
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device->CreateShaderResourceView(resource, desc, m_handle);
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}
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void D3D12ShaderResourceView::InitializeAt(ID3D12Device* device, ID3D12Resource* resource, D3D12_CPU_DESCRIPTOR_HANDLE handle, const D3D12_SHADER_RESOURCE_VIEW_DESC* desc) {
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m_resource = resource;
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m_handle = handle;
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device->CreateShaderResourceView(resource, desc, m_handle);
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}
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void D3D12ShaderResourceView::Shutdown() {
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m_handle = {};
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m_resource = nullptr;
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