Files
XCEngine/new_editor/app/Rendering/Viewport/ViewportRenderTargetManagerCleanup.cpp

57 lines
2.0 KiB
C++

#include "ViewportRenderTargets.h"
namespace XCEngine::UI::Editor::App {
namespace {
template <typename ResourceType>
void ShutdownAndDeleteViewportResource(ResourceType*& resource) {
if (resource == nullptr) {
return;
}
resource->Shutdown();
delete resource;
resource = nullptr;
}
void ResetViewportTargetMetadata(ViewportRenderTargets& targets) {
targets.width = 0;
targets.height = 0;
targets.srvCpuHandle = {};
targets.srvGpuHandle = {};
targets.textureHandle = {};
targets.colorState = ::XCEngine::RHI::ResourceStates::Common;
targets.objectIdState = ::XCEngine::RHI::ResourceStates::Common;
targets.selectionMaskState = ::XCEngine::RHI::ResourceStates::Common;
targets.hasValidObjectIdFrame = false;
}
} // namespace
void ViewportRenderTargetManager::DestroyTargets(
Host::D3D12ShaderResourceDescriptorAllocator* textureDescriptorAllocator,
ViewportRenderTargets& targets) const {
if (textureDescriptorAllocator != nullptr && targets.srvCpuHandle.ptr != 0) {
textureDescriptorAllocator->Free(targets.srvCpuHandle, targets.srvGpuHandle);
}
ShutdownAndDeleteViewportResource(targets.objectIdView);
ShutdownAndDeleteViewportResource(targets.objectIdShaderView);
ShutdownAndDeleteViewportResource(targets.objectIdDepthView);
ShutdownAndDeleteViewportResource(targets.objectIdDepthTexture);
ShutdownAndDeleteViewportResource(targets.objectIdTexture);
ShutdownAndDeleteViewportResource(targets.selectionMaskView);
ShutdownAndDeleteViewportResource(targets.selectionMaskShaderView);
ShutdownAndDeleteViewportResource(targets.selectionMaskTexture);
ShutdownAndDeleteViewportResource(targets.depthShaderView);
ShutdownAndDeleteViewportResource(targets.depthView);
ShutdownAndDeleteViewportResource(targets.depthTexture);
ShutdownAndDeleteViewportResource(targets.colorView);
ShutdownAndDeleteViewportResource(targets.colorTexture);
ResetViewportTargetMetadata(targets);
}
} // namespace XCEngine::UI::Editor::App