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/*
* Copyright (c) 2014-2017, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, related documentation
* and any modifications thereto. Any use, reproduction, disclosure or
* distribution of this software and related documentation without an express
* license agreement from NVIDIA CORPORATION is strictly prohibited.
*/
#pragma once
#include "../DemoApp/appGraphCtx.h"
struct AppGraphProfiler;
struct AppGraphCtx
{
HWND m_hWnd = nullptr;
int m_winW = 0;
int m_winH = 0;
bool m_fullscreen = false;
bool m_valid = false;
size_t m_dedicatedVideoMemory = 0u;
// D3D11 objects
D3D11_VIEWPORT m_viewport = {};
ID3D11Device* m_device = nullptr;
ID3D11DeviceContext* m_deviceContext = nullptr;
IDXGISwapChain* m_swapChain = nullptr;
ID3D11RenderTargetView* m_rtv = nullptr;
ID3D11Texture2D* m_depthStencil = nullptr;
ID3D11DepthStencilView* m_dsv = nullptr;
ID3D11ShaderResourceView* m_depthSRV = nullptr;
ID3D11DepthStencilState* m_depthState = nullptr;
AppGraphProfiler* m_profiler = nullptr;
AppGraphCtx();
~AppGraphCtx();
};
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