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CD3D11_VIEWPORT class

Represents a viewport and provides convenience methods for creating viewports.

Members

The CD3D11_VIEWPORT class inherits from D3D11_VIEWPORT. CD3D11_VIEWPORT also has these types of members:

  • Constructors
  • Methods

Constructors

The CD3D11_VIEWPORT class has these constructors.

Constructor Description
CD3D11_VIEWPORT()

Instantiates a new instance of an uninitialized CD3D11_VIEWPORT structure.

CD3D11_VIEWPORT(D3D11_VIEWPORT_values)(FLOAT,FLOAT,FLOAT,FLOAT,FLOAT,FLOAT)

Instantiates a new instance of a CD3D11_VIEWPORT structure that is initialized with D3D11_VIEWPORT values.

CD3D11_VIEWPORT(D3D11_VIEWPORT_values2)(ID3D11Buffer,ID3D11RenderTargetView,FLOAT,FLOAT,FLOAT)

Instantiates a new instance of a CD3D11_VIEWPORT structure that is initialized with D3D11_BUFFER_RTV values.

CD3D11_VIEWPORT(D3D11_VIEWPORT_values3)(ID3D11Texture1D,ID3D11RenderTargetView,FLOAT,FLOAT,FLOAT)

Instantiates a new instance of a CD3D11_VIEWPORT structure that is initialized with D3D11_TEX1D_RTV or D3D11_TEX1D_ARRAY_RTV values.

CD3D11_VIEWPORT(D3D11_VIEWPORT_values4)(ID3D11Texture2D,ID3D11RenderTargetView,FLOAT,FLOAT,FLOAT,FLOAT)

Instantiates a new instance of a CD3D11_VIEWPORT structure that is initialized with 2D texture values.

CD3D11_VIEWPORT(D3D11_VIEWPORT_values5)(ID3D11Texture3D,ID3D11RenderTargetView,FLOAT,FLOAT,FLOAT,FLOAT)

Instantiates a new instance of a CD3D11_VIEWPORT structure that is initialized with 3D texture values.

Methods

The CD3D11_VIEWPORT class has these methods.

Method Description
~CD3D11_VIEWPORT()

Destroys an instance of a CD3D11_VIEWPORT structure.

CD3D11_VIEWPORT(D3D11_VIEWPORT)(const &D3D11_VIEWPORT)

Instantiates a new instance of a CD3D11_VIEWPORT structure that is initialized with a D3D11_VIEWPORT structure.

D3D11_VIEWPORT()

This operator returns the address of a D3D11_VIEWPORT structure that contains the data from the CD3D11_VIEWPORT instance.

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

Minimum supported client

Windows 7 [desktop apps | UWP apps]

Minimum supported server

Windows Server 2008 R2 [desktop apps | UWP apps]

Header

D3D11.h

Library

D3D11.lib

See also

D3D11_VIEWPORT

CD3D11 Helper Structures

Additional resources