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RenderTargetState
DirectXTK |
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When creating Pipeline State Objects (PSO), DirectX 12 requires knowing the render target format, the depth/stencil buffer format, number of render targets, etc. that will be used for rendering. This information is wrapped up by this helper structure which is used by Effects and SpriteBatch.
Related tutorial: Sprites and textures, Simple rendering
#include "RenderTargetState.h"
Typically used during resource creation, with a simple initialization case such as the following (assuming your render target's format is DXGI_FORMAT_B8G8R8A8_UNORM
and the depth/stencil buffer is DXGI_FORMAT_D32_FLOAT
):
RenderTargetState rtState(DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_D32_FLOAT);
If using the DeviceResources abstraction, it should be:
RenderTargetState rtState(m_deviceResources->GetBackBufferFormat(),
m_deviceResources->GetDepthBufferFormat());
If you use an multisample anti-aliasing render target, be sure to set the matching sample count:
RenderTargetState rtState(msaaBackbufferformat, msaaDepthBufferFormat);
rtState.sampleDesc.Count = 4; // <--- 4x MSAA
If using multiple render targets, be sure to set the format for each one:
RenderTargetState rtState(renderTargetformat, depthBufferFormat);
rtState.numRenderTargets = 3; // <--- doing three render targets at once
// rtState.rtvFormats[0] is set by the ctor above
rtState.rtvFormats[1] = bufferFormatOfSecondRenderTarget;
rtState.rtvFormats[2] = bufferFormatOfThirdRenderTarget;
When doing High Dynamic Range rendering, you typically use one RenderTargetState
for the HDR render target, and then another for the UI that is drawn after tone-mapping.
RenderTargetState hdrState(m_hdrScene->GetFormat(), m_deviceResources->GetDepthBufferFormat());
// Use hdrState for 3D HDR scene objects (Model, Effects, etc.)
RenderTargetState rtState(m_deviceResources->GetBackBufferFormat(), DXGI_FORMAT_UNKNOWN);
// Use rtState for UI-related objects (SpriteBatch, ToneMapPostProcess, etc.)
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