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Represents a viewport and provides convenience methods for creating viewports.
Syntax
struct CD3D11_VIEWPORT : D3D11_VIEWPORT {
void CD3D11_VIEWPORT();
void CD3D11_VIEWPORT(
const D3D11_VIEWPORT & o
);
void CD3D11_VIEWPORT(
FLOAT topLeftX,
FLOAT topLeftY,
FLOAT width,
FLOAT height,
FLOAT minDepth,
FLOAT maxDepth
);
void CD3D11_VIEWPORT(
ID3D11Buffer *unnamedParam1,
ID3D11RenderTargetView *pRTView,
FLOAT topLeftX,
FLOAT minDepth,
FLOAT maxDepth
);
void CD3D11_VIEWPORT(
ID3D11Texture1D *pTex1D,
ID3D11RenderTargetView *pRTView,
FLOAT topLeftX,
FLOAT minDepth,
FLOAT maxDepth
);
void CD3D11_VIEWPORT(
ID3D11Texture2D *pTex2D,
ID3D11RenderTargetView *pRTView,
FLOAT topLeftX,
FLOAT topLeftY,
FLOAT minDepth,
FLOAT maxDepth
);
void CD3D11_VIEWPORT(
ID3D11Texture3D *pTex3D,
ID3D11RenderTargetView *pRTView,
FLOAT topLeftX,
FLOAT topLeftY,
FLOAT minDepth,
FLOAT maxDepth
);
void ~CD3D11_VIEWPORT();
};
Inheritance
The CD3D11_VIEWPORT structure implements D3D11_VIEWPORT.
Members
Instantiates a new instance of an uninitialized CD3D11_VIEWPORT structure.
void CD3D11_VIEWPORT( const D3D11_VIEWPORT & o)
Instantiates a new instance of a CD3D11_VIEWPORT structure that is initialized with a D3D11_VIEWPORT structure.
Instantiates a new instance of a CD3D11_VIEWPORT structure that is initialized with D3D11_VIEWPORT values.
Instantiates a new instance of a CD3D11_VIEWPORT structure that is initialized with D3D11_BUFFER_RTV values.
Instantiates a new instance of a CD3D11_VIEWPORT structure that is initialized with D3D11_TEX1D_RTV or D3D11_TEX1D_ARRAY_RTV values.
Instantiates a new instance of a CD3D11_VIEWPORT structure that is initialized with 2D texture values.
Instantiates a new instance of a CD3D11_VIEWPORT structure that is initialized with 3D texture values.
Destroys an instance of a CD3D11_VIEWPORT structure.
Remarks
Here is how D3D11.h defines CD3D11_VIEWPORT:
struct CD3D11_VIEWPORT : public D3D11_VIEWPORT
{
CD3D11_VIEWPORT()
{}
explicit CD3D11_VIEWPORT( const D3D11_VIEWPORT& o ) :
D3D11_VIEWPORT( o )
{}
explicit CD3D11_VIEWPORT(
FLOAT topLeftX,
FLOAT topLeftY,
FLOAT width,
FLOAT height,
FLOAT minDepth = D3D11_MIN_DEPTH,
FLOAT maxDepth = D3D11_MAX_DEPTH )
{
TopLeftX = topLeftX;
TopLeftY = topLeftY;
Width = width;
Height = height;
MinDepth = minDepth;
MaxDepth = maxDepth;
}
explicit CD3D11_VIEWPORT(
_In_ ID3D11Buffer*,
_In_ ID3D11RenderTargetView* pRTView,
FLOAT topLeftX = 0.0f,
FLOAT minDepth = D3D11_MIN_DEPTH,
FLOAT maxDepth = D3D11_MAX_DEPTH )
{
D3D11_RENDER_TARGET_VIEW_DESC RTVDesc;
pRTView->GetDesc( &RTVDesc );
UINT NumElements = 0;
switch (RTVDesc.ViewDimension)
{
case D3D11_RTV_DIMENSION_BUFFER:
NumElements = RTVDesc.Buffer.NumElements;
break;
default: break;
}
TopLeftX = topLeftX;
TopLeftY = 0.0f;
Width = NumElements - topLeftX;
Height = 1.0f;
MinDepth = minDepth;
MaxDepth = maxDepth;
}
explicit CD3D11_VIEWPORT(
_In_ ID3D11Texture1D* pTex1D,
_In_ ID3D11RenderTargetView* pRTView,
FLOAT topLeftX = 0.0f,
FLOAT minDepth = D3D11_MIN_DEPTH,
FLOAT maxDepth = D3D11_MAX_DEPTH )
{
D3D11_TEXTURE1D_DESC TexDesc;
pTex1D->GetDesc( &TexDesc );
D3D11_RENDER_TARGET_VIEW_DESC RTVDesc;
pRTView->GetDesc( &RTVDesc );
UINT MipSlice = 0;
switch (RTVDesc.ViewDimension)
{
case D3D11_RTV_DIMENSION_TEXTURE1D:
MipSlice = RTVDesc.Texture1D.MipSlice;
break;
case D3D11_RTV_DIMENSION_TEXTURE1DARRAY:
MipSlice = RTVDesc.Texture1DArray.MipSlice;
break;
default: break;
}
const UINT SubResourceWidth = TexDesc.Width / (UINT( 1 ) << MipSlice);
TopLeftX = topLeftX;
TopLeftY = 0.0f;
Width = (SubResourceWidth ? SubResourceWidth : 1) - topLeftX;
Height = 1.0f;
MinDepth = minDepth;
MaxDepth = maxDepth;
}
explicit CD3D11_VIEWPORT(
_In_ ID3D11Texture2D* pTex2D,
_In_ ID3D11RenderTargetView* pRTView,
FLOAT topLeftX = 0.0f,
FLOAT topLeftY = 0.0f,
FLOAT minDepth = D3D11_MIN_DEPTH,
FLOAT maxDepth = D3D11_MAX_DEPTH )
{
D3D11_TEXTURE2D_DESC TexDesc;
pTex2D->GetDesc( &TexDesc );
D3D11_RENDER_TARGET_VIEW_DESC RTVDesc;
pRTView->GetDesc( &RTVDesc );
UINT MipSlice = 0;
switch (RTVDesc.ViewDimension)
{
case D3D11_RTV_DIMENSION_TEXTURE2D:
MipSlice = RTVDesc.Texture2D.MipSlice;
break;
case D3D11_RTV_DIMENSION_TEXTURE2DARRAY:
MipSlice = RTVDesc.Texture2DArray.MipSlice;
break;
case D3D11_RTV_DIMENSION_TEXTURE2DMS:
case D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY:
break;
default: break;
}
const UINT SubResourceWidth = TexDesc.Width / (UINT( 1 ) << MipSlice);
const UINT SubResourceHeight = TexDesc.Height / (UINT( 1 ) << MipSlice);
TopLeftX = topLeftX;
TopLeftY = topLeftY;
Width = (SubResourceWidth ? SubResourceWidth : 1) - topLeftX;
Height = (SubResourceHeight ? SubResourceHeight : 1) - topLeftY;
MinDepth = minDepth;
MaxDepth = maxDepth;
}
explicit CD3D11_VIEWPORT(
_In_ ID3D11Texture3D* pTex3D,
_In_ ID3D11RenderTargetView* pRTView,
FLOAT topLeftX = 0.0f,
FLOAT topLeftY = 0.0f,
FLOAT minDepth = D3D11_MIN_DEPTH,
FLOAT maxDepth = D3D11_MAX_DEPTH )
{
D3D11_TEXTURE3D_DESC TexDesc;
pTex3D->GetDesc( &TexDesc );
D3D11_RENDER_TARGET_VIEW_DESC RTVDesc;
pRTView->GetDesc( &RTVDesc );
UINT MipSlice = 0;
switch (RTVDesc.ViewDimension)
{
case D3D11_RTV_DIMENSION_TEXTURE3D:
MipSlice = RTVDesc.Texture3D.MipSlice;
break;
default: break;
}
const UINT SubResourceWidth = TexDesc.Width / (UINT( 1 ) << MipSlice);
const UINT SubResourceHeight = TexDesc.Height / (UINT( 1 ) << MipSlice);
TopLeftX = topLeftX;
TopLeftY = topLeftY;
Width = (SubResourceWidth ? SubResourceWidth : 1) - topLeftX;
Height = (SubResourceHeight ? SubResourceHeight : 1) - topLeftY;
MinDepth = minDepth;
MaxDepth = maxDepth;
}
~CD3D11_VIEWPORT() {}
operator const D3D11_VIEWPORT&() const { return *this; }
};
|
Requirements
| Requirement | Value |
|---|---|
| Minimum supported client | Windows 7 [desktop apps | UWP apps] |
| Minimum supported server | Windows Server 2008 R2 [desktop apps | UWP apps] |
| Header | d3d11.h |