ID3D12Device::CreateDepthStencilView method
Creates a depth-stencil view for accessing resource data.
Syntax
void CreateDepthStencilView( [in, optional] ID3D12Resource *pResource, [in, optional] const D3D12_DEPTH_STENCIL_VIEW_DESC *pDesc, [in] D3D12_CPU_DESCRIPTOR_HANDLE DestDescriptor );
Parameters
- pResource [in, optional]
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Type: ID3D12Resource*
A pointer to the ID3D12Resource object that represents the depth stencil.
At least one of pResource or pDesc must be provided. A null pResource is used to initialize a null descriptor, which guarantees D3D11-like null binding behavior (reading 0s, writes are discarded), but must have a valid pDesc in order to determine the descriptor type.
- pDesc [in, optional]
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Type: const D3D12_DEPTH_STENCIL_VIEW_DESC*
A pointer to a D3D12_DEPTH_STENCIL_VIEW_DESC structure that describes the depth-stencil view.
A null pDesc is used to initialize a default descriptor, if possible. This behavior is identical to the D3D11 null descriptor behavior, where defaults are filled in. This behavior inherits the resource format and dimension (if not typeless) and DSVs target the first mip and all array slices. Not all resources support null descriptor initialization.
- DestDescriptor [in]
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Type: D3D12_CPU_DESCRIPTOR_HANDLE
Describes the CPU descriptor handle that represents the start of the heap that holds the depth-stencil view.
Return value
Returns nothing.
Examples
The D3D12Multithreading sample uses ID3D12Device::CreateDepthStencilView as follows:
// Describe and create the shadow depth view and cache the CPU // descriptor handle. D3D12_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc = {}; depthStencilViewDesc.Format = DXGI_FORMAT_D32_FLOAT; depthStencilViewDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D; depthStencilViewDesc.Texture2D.MipSlice = 0; pDevice->CreateDepthStencilView(m_shadowTexture.Get(), &depthStencilViewDesc, depthHandle); m_shadowDepthView = depthHandle;
Refer to the Example Code in the D3D12 Reference.
Requirements
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See also