virtual Render::RenderTarget* CreateRenderTarget(const D3D12_CPU_DESCRIPTOR_HANDLE& rtv, ID3D12Resource* renderTexture, D3D12_RESOURCE_STATES rtUsage, const D3D12_CPU_DESCRIPTOR_HANDLE& dsv, ID3D12Resource* depthTexture, D3D12_RESOURCE_STATES dsUsage); virtual Render::RenderTarget* CreateRenderTarget(Render::Texture* texture, bool needsStencil);
CreateRenderTarget creates a render target. Note that we cannot render to textures which have multiple HW representations.
Parameters |
Description |
const D3D12_CPU_DESCRIPTOR_HANDLE& rtv |
Handle to the CPU descriptor. |
ID3D12Resource* renderTexture |
_nt_ |
D3D12_RESOURCE_STATES rtUsage |
_nt_ |
const D3D12_CPU_DESCRIPTOR_HANDLE& dsv |
Handle to the CPU descriptor. |
ID3D12Resource* depthTexture |
_nt_ |
D3D12_RESOURCE_STATES dsUsage |
_nt_ |
Render::Texture* texture |
The texture associated with the render target. |
bool needsStencil |
A value of true allocates an internal depth/stencil buffer. |
Returns the created render target.