CD3D11_VIEWPORT 結構 (d3d11.h)
表示檢視區,並提供建立檢視區的便利方法。
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();
};
繼承
CD3D11_VIEWPORT 結構會實作D3D11_VIEWPORT。
成員
具現化未初始化 CD3D11_VIEWPORT 結構的新實例。
void CD3D11_VIEWPORT ( const D3D11_VIEWPORT & o)
具現化 使用 D3D11_VIEWPORT 結構初始化之 CD3D11_VIEWPORT 結構的新實例。
具現化 使用 D3D11_VIEWPORT 值初始化之 CD3D11_VIEWPORT 結構的新實例。
具現化 使用 D3D11_BUFFER_RTV 值初始化之 CD3D11_VIEWPORT 結構的新實例。
具現化以 D3D11_TEX1D_RTV 或 D3D11_TEX1D_ARRAY_RTV 值初始化之CD3D11_VIEWPORT結構的新實例。
具現化以 2D 紋理值初始化 之CD3D11_VIEWPORT 結構的新實例。
具現化以 3D 紋理值初始化 之CD3D11_VIEWPORT 結構的新實例。
終結 CD3D11_VIEWPORT 結構的實例。
備註
以下是 D3D11.h 定義 CD3D11_VIEWPORT的方式:
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; } }; |
規格需求
需求 | 值 |
---|---|
最低支援的用戶端 | Windows 7 [傳統型應用程式 |UWP 應用程式] |
最低支援的伺服器 | Windows Server 2008 R2 [傳統型應用程式 |UWP 應用程式] |
標頭 | d3d11.h |