38 D3D12_RESOURCE_DESC resourceDesc = {};
39 resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
40 resourceDesc.Alignment = 0;
43 resourceDesc.DepthOrArraySize = 1;
44 resourceDesc.MipLevels = 1;
45 resourceDesc.Format =
format;
46 resourceDesc.SampleDesc.Count = sampleCnt;
47 resourceDesc.SampleDesc.Quality = DXGI_STANDARD_MULTISAMPLE_QUALITY_PATTERN;
48 resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
49 resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
51 D3D12_CLEAR_VALUE clearValue = {};
52 clearValue.Format =
format;
53 clearValue.DepthStencil.Depth = 0;
54 clearValue.DepthStencil.Stencil = 0;
58 D3D12_RESOURCE_STATE_DEPTH_WRITE,
59 GrProtected::kNo, &clearValue, &
info)) {
72 "D3DAttachment_MakeStencil"));
ID3D12Resource * d3dResource() const
void releaseResource(GrD3DGpu *gpu)
static bool InitTextureResourceInfo(GrD3DGpu *gpu, const D3D12_RESOURCE_DESC &desc, D3D12_RESOURCE_STATES initialState, GrProtected, D3D12_CLEAR_VALUE *, GrD3DTextureResourceInfo *)
uint32_t uint32_t * format