When functioning with Unreal Engine and DirectX 11, accessing ID3D11DepthStencilView can be needed for customizing rendering troughs or conducting state-of-the-art illustration techniques. This manual conveys how to recuperate the abysm stencil considered efficiently employing C++, with a focus on simplicity and optimized code patterns.  

Step-by-Step Guide to Access ID3D11DepthStencilView

Comprehending the Basics

  • ID3D11DepthStencilView: It symbolizes the depth-stencil service statement utilized by the DirectX rendering channel. It secures entities nearer to the camera impedes outlying entities.
  • Unreal Engine: By defaulting, Unreal operates its inference layer for rendering. To perform with DirectX 11, you must access the underlying Direct3D appliance.

Accessing the D3D11 Device from Unreal Engine

Unreal Engine delivers an interface to access the Direct3D Device via its rendering module.

Here is how you can acquire the ID3D11Device:

index.js
C#
#include "D3D11RHIPrivate.h"
#include "RHI.h"

ID3D11Device* GetD3D11Device()
{
    auto DynamicRHI = static_cast<FD3D11DynamicRHI*>(GDynamicRHI);

    return DynamicRHI ? DynamicRHI->GetDevice() : nullptr;
}

Recovering the Depth Stencil View

Once you have the instrument, accessing the DepthStencilView needs the context:

index.js
C#
#include "D3D11RHIPrivate.h"
#include "RHICommandList.h"

ID3D11DepthStencilView* GetDepthStencilView()
{
    auto DynamicRHI = static_cast<FD3D11DynamicRHI*>(GDynamicRHI);

    if (DynamicRHI)
    {
        ID3D11DeviceContext* DeviceContext = nullptr;
        DynamicRHI->GetDevice()->GetImmediateContext(&DeviceContext);

        if (DeviceContext)
        {
            ID3D11DepthStencilView* DepthStencilView = nullptr;
            DeviceContext->OMGetRenderTargets(0, nullptr, &DepthStencilView);
            return DepthStencilView;
        }
    }
    return nullptr;
}

Utilizing DepthStencilView in Unreal

After recovering the ID3D11DepthStencilView, you can utilize it for assignments like:

  • Custom deep testing.
  • Post-processing results.
  • Shader customization.

Example:

index.js
C#
void UseDepthStencilView()
{
    ID3D11DepthStencilView* DepthStencilView = GetDepthStencilView();
    if (DepthStencilView)
    {
    }
}

Key References

  1. Safety Checks: Constantly confirm the information (DynamicRHI, DeviceContext, etc.) is correct before service.
  2. DirectX Version: Secure your Unreal Engine scheme utilizing Direct3D 11 RHI (not Vulkan or OpenGL).
  3. Concert Consequence: Direct manipulation of depth-stencil suppositions can influence rendition; use optimizations where required.
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