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| `ID3D12Resource* IBufferD3D12::GetD3D12Buffer(size_t &DataStartByteOffset, Uint32 ContextId)` | returns a pointer to the ID3D12Resource interface of the internal Direct3D12 buffer object. Note that dynamic buffers are suballocated from dynamic heap, and every context has its own dynamic heap. Offset from the beginning of the dynamic heap for a context identified by ContextId is returned in DataStartByteOffset parameter |
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| `void IBufferD3D12::SetD3D12ResourceState(D3D12_RESOURCE_STATES state) | sets the buffer usage state. This method should be used when an application transitions the buffer to inform diligent engine about the current usage state |
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| `void IBufferD3D12::SetD3D12ResourceState(D3D12_RESOURCE_STATES state)` | sets the buffer usage state. This method should be used when an application transitions the buffer to inform diligent engine about the current usage state |
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| `D3D12_CPU_DESCRIPTOR_HANDLE IBufferViewD3D12::GetCPUDescriptorHandle()` | returns CPU descriptor handle of the buffer view |
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| `ID3D12Resource* ITextureD3D12::GetD3D12Texture()` | returns a pointer to the ID3D12Resource interface of the internal Direct3D12 texture object |
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| `void ITextureD3D12::SetD3D12ResourceState(D3D12_RESOURCE_STATES state)` | sets the texture usage state. This method should be used when an application transitions the texture to inform diligent engine about the current usage state |
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