Cached SRV or a UAV. More...
#include <ShaderResourceCacheD3D11.hpp>
Public Attributes | |
RefCntAutoPtr< IDeviceObject > | pView |
Cached SRV or a UAV.
RefCntAutoPtr<IDeviceObject> Diligent::ShaderResourceCacheD3D11::CachedResource::pView |
We keep strong reference to the view instead of the reference to the texture or buffer because this is more efficient from performance point of view: this avoids one pair of AddStrongRef()/ReleaseStrongRef(). The view holds strong reference to the texture or the buffer, so it makes no difference.