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RenderTargetState
When creating Pipeline State Objects (PSO), 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.
Related tutorial: Sprites and textures
#include "RenderTargetState.h"
Typically used during resource creation, with a simple initialization case such as the following (assuming your render target's format is DXGI_FORMAT_B8G8R8A8_UNORM
and the depth/stencil buffer is DXGI_FORMAT_D32_FLOAT
):
RenderTargetState rtState(DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_D32_FLOAT);
If using the DeviceResources abstraction, it should be:
RenderTargetState rtState(m_deviceResources->GetBackBufferFormat(),
m_deviceResources->GetDepthBufferFormat());
If you use an MSAA render target, be sure to set the matching sample count:
rtState.sampleDesc.Count = 4; // <--- 4x MSAA
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