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RenderTargetState
Chuck Walbourn edited this page Jun 28, 2016
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When creating Pipeline State Objects, DirectX 12 requires knowing the render target format, the depth/stencil buffer format, number of render targets, etc. This information is wrapped up by this helper structure which is used by Effects] and [[SpriteBatch.
#include "RenderTargetState.h"
Typically used during resource creation, with a simple initialization case such as:
RenderTargetState rtState(m_deviceResources->GetBackBufferFormat(),
m_deviceResources->GetDepthBufferFormat());
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