/// <summary> /// Function to create a new depth/stencil buffer that is bindable to the GPU. /// </summary> /// <param name="graphics">The graphics interface to use when creating the target.</param> /// <param name="info">The information about the depth/stencil texture.</param> /// <param name="viewFlags">[Optional] Flags used to determine if the depth buffer/stencil can be read by the GPU or not.</param> /// <returns>A new <see cref="GorgonDepthStencil2DView"/>.</returns> /// <exception cref="ArgumentNullException">Thrown when the <paramref name="graphics"/>, or <paramref name="info"/> parameter is <b>null</b>.</exception> /// <remarks> /// <para> /// This is a convenience method that will create a <see cref="GorgonTexture2D"/> and a <see cref="GorgonDepthStencil2DView"/> as a single object that users can use to apply a depth/stencil texture. /// This helps simplify creation of a render target by executing some prerequisite steps on behalf of the user. /// </para> /// <para> /// Since the <see cref="GorgonTexture2D"/> created by this method is linked to the <see cref="GorgonDepthStencil2DView"/> returned, disposal of either one will dispose of the other on your behalf. /// If the user created a <see cref="GorgonDepthStencil2DView"/> from the <see cref="GorgonTexture2D.GetRenderTargetView"/> method on the <see cref="GorgonTexture2D"/>, then it's assumed the user /// knows what they are doing and will handle the disposal of the texture and view on their own. /// </para> /// <para> /// To make the texture bindable on the GPU as a shader resource view, set the <see cref="IGorgonTexture2DInfo.Binding"/> to include the <see cref="TextureBinding.ShaderResource"/> flag in the value /// and set the <paramref name="viewFlags"/> to <see cref="DepthStencilViewFlags.ReadOnlyDepth"/>, <see cref="DepthStencilViewFlags.ReadOnlyStencil"/> or both. /// </para> /// </remarks> /// <seealso cref="GorgonTexture2D"/> public static GorgonDepthStencil2DView CreateDepthStencil(GorgonGraphics graphics, IGorgonTexture2DInfo info, DepthStencilViewFlags viewFlags = DepthStencilViewFlags.None) { if (graphics == null) { throw new ArgumentNullException(nameof(graphics)); } if (info == null) { throw new ArgumentNullException(nameof(info)); } TextureBinding binding = TextureBinding.DepthStencil; if ((info.Binding & TextureBinding.ShaderResource) == TextureBinding.ShaderResource) { if (viewFlags != DepthStencilViewFlags.None) { binding |= TextureBinding.ShaderResource; } else { // Do this to notify the user that something is amiss. graphics.Log.Print($"WARNING: Depth Stencil View {info.Name} - Depth/stencil texture has a binding of {TextureBinding.ShaderResource}, but has a view flags of {viewFlags}. The view will not be bindable to the shader pipeline.", LoggingLevel.Simple); } } else if (viewFlags != DepthStencilViewFlags.None) { // Do this to notify the user that something is amiss. graphics.Log.Print($"WARNING: Depth Stencil View {info.Name} - Depth/stencil view flag(s) are set to {viewFlags}, but the texture lacks a {TextureBinding.ShaderResource} binding.", LoggingLevel.Simple); } var newInfo = new GorgonTexture2DInfo(info) { // Can't see a reason to use anything other than default for dsvs Usage = ResourceUsage.Default, Binding = binding }; BufferFormat depthStencilFormat = newInfo.Format; if (((binding & TextureBinding.ShaderResource) == TextureBinding.ShaderResource) && (viewFlags != DepthStencilViewFlags.None)) { switch (newInfo.Format) { case BufferFormat.R32G8X24_Typeless: depthStencilFormat = BufferFormat.D32_Float_S8X24_UInt; break; case BufferFormat.R24G8_Typeless: depthStencilFormat = BufferFormat.D24_UNorm_S8_UInt; break; case BufferFormat.R16_Typeless: depthStencilFormat = BufferFormat.D16_UNorm; break; case BufferFormat.R32_Typeless: depthStencilFormat = BufferFormat.D32_Float; break; } } var texture = new GorgonTexture2D(graphics, newInfo); GorgonDepthStencil2DView result = texture.GetDepthStencilView(depthStencilFormat, flags: viewFlags); result.OwnsResource = true; return(result); }