本文整理汇总了C++中rtvHandle函数的典型用法代码示例。如果您正苦于以下问题:C++ rtvHandle函数的具体用法?C++ rtvHandle怎么用?C++ rtvHandle使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了rtvHandle函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: ThrowIfFailed
// Fill the command list with all the render commands and dependent state.
void D3D12Fullscreen::PopulateCommandList()
{
// Command list allocators can only be reset when the associated
// command lists have finished execution on the GPU; apps should use
// fences to determine GPU execution progress.
ThrowIfFailed(m_commandAllocators[m_frameIndex]->Reset());
// However, when ExecuteCommandList() is called on a particular command
// list, that command list can then be reset at any time and must be before
// re-recording.
ThrowIfFailed(m_commandList->Reset(m_commandAllocators[m_frameIndex].Get(), m_pipelineState.Get()));
if (m_resizeResources)
{
// Reload resources that depend on the size of the swap chain.
LoadSizeDependentResources();
}
// Set necessary state.
m_commandList->SetGraphicsRootSignature(m_rootSignature.Get());
ID3D12DescriptorHeap* ppHeaps[] = { m_cbvHeap.Get() };
m_commandList->SetDescriptorHeaps(_countof(ppHeaps), ppHeaps);
CD3DX12_GPU_DESCRIPTOR_HANDLE cbvHandle(m_cbvHeap->GetGPUDescriptorHandleForHeapStart(), m_frameIndex, m_cbvDescriptorSize);
m_commandList->SetGraphicsRootDescriptorTable(0, cbvHandle);
m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_commandList->RSSetViewports(1, &m_viewport);
m_commandList->RSSetScissorRects(1, &m_scissorRect);
// Indicate that the back buffer will be used as a render target.
m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_frameIndex].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET));
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart(), m_frameIndex, m_rtvDescriptorSize);
m_commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, nullptr);
// Record commands.
const float clearColor[] = { 0.0f, 0.2f, 0.4f, 1.0f };
m_commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
m_commandList->IASetVertexBuffers(0, 1, &m_vertexBufferView);
PIXBeginEvent(m_commandList.Get(), 0, L"Draw a thin rectangle");
m_commandList->DrawInstanced(4, 1, 0, 0);
PIXEndEvent(m_commandList.Get());
// Indicate that the back buffer will now be used to present.
m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_frameIndex].Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT));
ThrowIfFailed(m_commandList->Close());
}
开发者ID:HatsuneMiku,项目名称:DirectX-Graphics-Samples,代码行数:52,代码来源:D3D12Fullscreen.cpp
示例2: ThrowIfFailed
void D3D12DynamicIndexing::PopulateCommandList(FrameResource* pFrameResource)
{
// Command list allocators can only be reset when the associated
// command lists have finished execution on the GPU; apps should use
// fences to determine GPU execution progress.
ThrowIfFailed(m_pCurrentFrameResource->m_commandAllocator->Reset());
// However, when ExecuteCommandList() is called on a particular command
// list, that command list can then be reset at any time and must be before
// re-recording.
ThrowIfFailed(m_commandList->Reset(m_pCurrentFrameResource->m_commandAllocator.Get(), m_pipelineState.Get()));
// Set necessary state.
m_commandList->SetGraphicsRootSignature(m_rootSignature.Get());
ID3D12DescriptorHeap* ppHeaps[] = { m_cbvSrvHeap.Get(), m_samplerHeap.Get() };
m_commandList->SetDescriptorHeaps(_countof(ppHeaps), ppHeaps);
m_commandList->RSSetViewports(1, &m_viewport);
m_commandList->RSSetScissorRects(1, &m_scissorRect);
// Indicate that the back buffer will be used as a render target.
m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_frameIndex].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET));
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart(), m_frameIndex, m_rtvDescriptorSize);
CD3DX12_CPU_DESCRIPTOR_HANDLE dsvHandle(m_dsvHeap->GetCPUDescriptorHandleForHeapStart());
m_commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, &dsvHandle);
// Record commands.
const float clearColor[] = { 0.0f, 0.2f, 0.4f, 1.0f };
m_commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
m_commandList->ClearDepthStencilView(m_dsvHeap->GetCPUDescriptorHandleForHeapStart(), D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr);
if (UseBundles)
{
// Execute the prebuilt bundle.
m_commandList->ExecuteBundle(pFrameResource->m_bundle.Get());
}
else
{
// Populate a new command list.
pFrameResource->PopulateCommandList(m_commandList.Get(), m_pipelineState.Get(), m_currentFrameResourceIndex, m_numIndices, &m_indexBufferView,
&m_vertexBufferView, m_cbvSrvHeap.Get(), m_cbvSrvDescriptorSize, m_samplerHeap.Get(), m_rootSignature.Get());
}
// Indicate that the back buffer will now be used to present.
m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_frameIndex].Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT));
ThrowIfFailed(m_commandList->Close());
}
开发者ID:LH8888,项目名称:DirectX-Graphics-Samples,代码行数:50,代码来源:D3D12DynamicIndexing.cpp
示例3: rtvHandle
// Assemble the CommandListPre command list.
void D3D12Multithreading::BeginFrame()
{
m_pCurrentFrameResource->Init();
// Indicate that the back buffer will be used as a render target.
m_pCurrentFrameResource->m_commandLists[CommandListPre]->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_frameIndex].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET));
// Clear the render target and depth stencil.
const float clearColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart(), m_frameIndex, m_rtvDescriptorSize);
m_pCurrentFrameResource->m_commandLists[CommandListPre]->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
m_pCurrentFrameResource->m_commandLists[CommandListPre]->ClearDepthStencilView(m_dsvHeap->GetCPUDescriptorHandleForHeapStart(), D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr);
ThrowIfFailed(m_pCurrentFrameResource->m_commandLists[CommandListPre]->Close());
}
开发者ID:horzelski,项目名称:DirectX-Graphics-Samples,代码行数:16,代码来源:D3D12Multithreading.cpp
示例4: UpdateTitle
// Set up appropriate views for the intermediate render target.
void D3D12Fullscreen::LoadSceneResolutionDependentResources()
{
// Update resolutions shown in app title.
UpdateTitle();
// Set up the scene viewport and scissor rect to match the current scene rendering resolution.
{
m_sceneViewport.Width = static_cast<float>(m_resolutionOptions[m_resolutionIndex].Width);
m_sceneViewport.Height = static_cast<float>(m_resolutionOptions[m_resolutionIndex].Height);
m_sceneViewport.MaxDepth = 1.0f;
m_sceneScissorRect.right = static_cast<LONG>(m_resolutionOptions[m_resolutionIndex].Width);
m_sceneScissorRect.bottom = static_cast<LONG>(m_resolutionOptions[m_resolutionIndex].Height);
}
// Update post-process viewport and scissor rectangle.
UpdatePostViewAndScissor();
// Create RTV for the intermediate render target.
{
D3D12_RESOURCE_DESC swapChainDesc = m_renderTargets[m_frameIndex]->GetDesc();
const CD3DX12_CLEAR_VALUE clearValue(swapChainDesc.Format, ClearColor);
const CD3DX12_RESOURCE_DESC renderTargetDesc = CD3DX12_RESOURCE_DESC::Tex2D(
swapChainDesc.Format,
m_resolutionOptions[m_resolutionIndex].Width,
m_resolutionOptions[m_resolutionIndex].Height,
1u, 1u,
swapChainDesc.SampleDesc.Count,
swapChainDesc.SampleDesc.Quality,
D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET,
D3D12_TEXTURE_LAYOUT_UNKNOWN, 0u);
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart(), FrameCount, m_rtvDescriptorSize);
ThrowIfFailed(m_device->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
D3D12_HEAP_FLAG_NONE,
&renderTargetDesc,
D3D12_RESOURCE_STATE_RENDER_TARGET,
&clearValue,
IID_PPV_ARGS(&m_intermediateRenderTarget)));
m_device->CreateRenderTargetView(m_intermediateRenderTarget.Get(), nullptr, rtvHandle);
NAME_D3D12_OBJECT(m_intermediateRenderTarget);
}
// Create SRV for the intermediate render target.
m_device->CreateShaderResourceView(m_intermediateRenderTarget.Get(), nullptr, m_cbvSrvHeap->GetCPUDescriptorHandleForHeapStart());
}
开发者ID:iammanilee,项目名称:DirectX-Graphics-Samples,代码行数:48,代码来源:D3D12Fullscreen.cpp
示例5: Q_Q
void QD3D12WindowPrivate::setupRenderTargets()
{
Q_Q(QD3D12Window);
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle(rtvHeap->GetCPUDescriptorHandleForHeapStart());
for (int i = 0; i < swapChainBufferCount; ++i) {
if (FAILED(swapChain->GetBuffer(i, IID_PPV_ARGS(&renderTargets[i])))) {
qWarning("Failed to get buffer %d from swap chain", i);
return;
}
device->CreateRenderTargetView(renderTargets[i].Get(), Q_NULLPTR, rtvHandle);
rtvHandle.ptr += rtvStride;
}
ID3D12Resource *ds = createDepthStencil(dsvHeap->GetCPUDescriptorHandleForHeapStart(), q->size(), 0);
if (ds)
depthStencil.Attach(ds);
}
开发者ID:nexustheru,项目名称:qt-labs-qtd3d12window,代码行数:18,代码来源:qd3d12window.cpp
示例6: rtvHandle
// Load size dependent resource
HRESULT VolumetricAnimation::LoadSizeDependentResource()
{
HRESULT hr;
// Create render target views (RTVs).
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle( m_rtvHeap->GetCPUDescriptorHandleForHeapStart() );
for ( UINT i = 0; i < FrameCount; i++ )
{
VRET( m_swapChain->GetBuffer( i, IID_PPV_ARGS( &m_renderTargets[i] ) ) );
DXDebugName( m_renderTargets[i] );
m_device->CreateRenderTargetView( m_renderTargets[i].Get(), nullptr, rtvHandle );
rtvHandle.Offset( 1, m_rtvDescriptorSize );
}
// Create the depth stencil.
{
CD3DX12_RESOURCE_DESC shadowTextureDesc( D3D12_RESOURCE_DIMENSION_TEXTURE2D, 0, static_cast< UINT >( m_width ), static_cast< UINT >( m_height ),
1, 1, DXGI_FORMAT_D32_FLOAT, 1, 0, D3D12_TEXTURE_LAYOUT_UNKNOWN,
D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL | D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE );
D3D12_CLEAR_VALUE clearValue; // Performance tip: Tell the runtime at resource creation the desired clear value.
clearValue.Format = DXGI_FORMAT_D32_FLOAT;
clearValue.DepthStencil.Depth = 1.0f;
clearValue.DepthStencil.Stencil = 0;
VRET( m_device->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES( D3D12_HEAP_TYPE_DEFAULT ), D3D12_HEAP_FLAG_NONE, &shadowTextureDesc,
D3D12_RESOURCE_STATE_DEPTH_WRITE, &clearValue, IID_PPV_ARGS( &m_depthBuffer ) ) );
DXDebugName( m_depthBuffer );
// Create the depth stencil view.
m_device->CreateDepthStencilView( m_depthBuffer.Get(), nullptr, m_dsvHeap->GetCPUDescriptorHandleForHeapStart() );
}
m_viewport.Width = static_cast< float >( m_width );
m_viewport.Height = static_cast< float >( m_height );
m_viewport.MaxDepth = 1.0f;
m_scissorRect.right = static_cast< LONG >( m_width );
m_scissorRect.bottom = static_cast< LONG >( m_height );
float fAspectRatio = m_width / ( FLOAT ) m_height;
m_camera.SetProjParams( XM_PI / 4, fAspectRatio, 0.01f, 1250.0f );
m_camera.SetWindow( m_width, m_height );
return S_OK;
}
开发者ID:pengliu916,项目名称:VolumetricAnimation,代码行数:45,代码来源:VolumetricAnimation.cpp
示例7: ThrowIfFailed
void RenderSysem::PopulateCommandList()
{
// Command list allocators can only be reset when the associated
// command lists have finished execution on the GPU; apps should use
// fences to determine GPU execution progress.
ThrowIfFailed(m_pCommandAllocator->Reset());
// However, when ExecuteCommandList() is called on a particular command
// list, that command list can then be reset at any time and must be before
// re-recording.
auto pPipelineState = m_Triangle.GetPipelineState();
ThrowIfFailed(m_pCommandList->Reset(m_pCommandAllocator.Get(), pPipelineState.Get()));
auto pRootSignature = m_Triangle.GetRootSignature();
m_pCommandList->SetGraphicsRootSignature(pRootSignature.Get());
// ThrowIfFailed(m_pBundleList->Reset(m_pBundleAllocator.Get(), pPipelineState.Get()));
auto pCBVHeap = m_Triangle.GetCBVHeap();
ID3D12DescriptorHeap* ppHeaps[] ={ pCBVHeap.Get() };
m_pCommandList->SetDescriptorHeaps(_countof(ppHeaps), ppHeaps);
m_pCommandList->RSSetViewports(1, &m_Viewport);
m_pCommandList->RSSetScissorRects(1, &m_ScissorRect);
m_pCommandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_pRenderTargets[m_FrameIndex].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET));
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_pRTVHeap->GetCPUDescriptorHandleForHeapStart(), m_FrameIndex, m_RTVDescriptorSize);
m_pCommandList->OMSetRenderTargets(1, &rtvHandle, FALSE, nullptr);
// Record commands.
const float clearColor[] ={ 0.0f, 0.2f, 0.4f, 1.0f };
m_pCommandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
m_pCommandList->ExecuteBundle(m_pBundleList.Get());
//pCIndicate that the back buffer will now be used to present.
m_pCommandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_pRenderTargets[m_FrameIndex].Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT));
ThrowIfFailed(m_pCommandList->Close());
}
开发者ID:byhj,项目名称:DirectX12-Example,代码行数:40,代码来源:RenderSystem.cpp
示例8: ThrowIfFailed
void D3D1211on12::PopulateCommandList()
{
// Command list allocators can only be reset when the associated
// command lists have finished execution on the GPU; apps should use
// fences to determine GPU execution progress.
ThrowIfFailed(m_commandAllocators[m_frameIndex]->Reset());
// However, when ExecuteCommandList() is called on a particular command
// list, that command list can then be reset at any time and must be before
// re-recording.
ThrowIfFailed(m_commandList->Reset(m_commandAllocators[m_frameIndex].Get(), m_pipelineState.Get()));
// Set necessary state.
m_commandList->SetGraphicsRootSignature(m_rootSignature.Get());
m_commandList->RSSetViewports(1, &m_viewport);
m_commandList->RSSetScissorRects(1, &m_scissorRect);
// Indicate that the back buffer will be used as a render target.
m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_frameIndex].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET));
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart(), m_frameIndex, m_rtvDescriptorSize);
m_commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, nullptr);
// Record commands.
const float clearColor[] = { 0.0f, 0.2f, 0.4f, 1.0f };
m_commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_commandList->IASetVertexBuffers(0, 1, &m_vertexBufferView);
m_commandList->DrawInstanced(3, 1, 0, 0);
// Note: do not transition the render target to present here.
// the transition will occur when the wrapped 11On12 render
// target resource is released.
ThrowIfFailed(m_commandList->Close());
}
开发者ID:souxiaosou,项目名称:DirectX-Graphics-Samples,代码行数:36,代码来源:D3D1211On12.cpp
示例9: rtvHandle
CD3DX12_CPU_DESCRIPTOR_HANDLE VR::getRTVHandle(int frameIndex) {
UINT rtvDescriptorSize;
rtvDescriptorSize = xapp->device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(rtvVRHeap->GetCPUDescriptorHandleForHeapStart(), frameIndex, rtvDescriptorSize);
return rtvHandle;
};
开发者ID:ClemensX,项目名称:ShadedPath12,代码行数:6,代码来源:vr.cpp
示例10: ThrowIfFailed
// Load the sample assets.
void D3D12Multithreading::LoadAssets()
{
// Create the root signature.
{
CD3DX12_DESCRIPTOR_RANGE ranges[4]; // Perfomance TIP: Order from most frequent to least frequent.
ranges[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 2, 1); // 2 frequently changed diffuse + normal textures - using registers t1 and t2.
ranges[1].Init(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0); // 1 frequently changed constant buffer.
ranges[2].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0); // 1 infrequently changed shadow texture - starting in register t0.
ranges[3].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 2, 0); // 2 static samplers.
CD3DX12_ROOT_PARAMETER rootParameters[4];
rootParameters[0].InitAsDescriptorTable(1, &ranges[0], D3D12_SHADER_VISIBILITY_PIXEL);
rootParameters[1].InitAsDescriptorTable(1, &ranges[1], D3D12_SHADER_VISIBILITY_ALL);
rootParameters[2].InitAsDescriptorTable(1, &ranges[2], D3D12_SHADER_VISIBILITY_PIXEL);
rootParameters[3].InitAsDescriptorTable(1, &ranges[3], D3D12_SHADER_VISIBILITY_PIXEL);
CD3DX12_ROOT_SIGNATURE_DESC rootSignatureDesc;
rootSignatureDesc.Init(_countof(rootParameters), rootParameters, 0, nullptr, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);
ComPtr<ID3DBlob> signature;
ComPtr<ID3DBlob> error;
ThrowIfFailed(D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error));
ThrowIfFailed(m_device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&m_rootSignature)));
}
// Create the pipeline state, which includes loading shaders.
{
ComPtr<ID3DBlob> vertexShader;
ComPtr<ID3DBlob> pixelShader;
#ifdef _DEBUG
// Enable better shader debugging with the graphics debugging tools.
UINT compileFlags = D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
#else
UINT compileFlags = D3DCOMPILE_OPTIMIZATION_LEVEL3;
#endif
ThrowIfFailed(D3DCompileFromFile(GetAssetFullPath(L"shaders.hlsl").c_str(), nullptr, nullptr, "VSMain", "vs_5_0", compileFlags, 0, &vertexShader, nullptr));
ThrowIfFailed(D3DCompileFromFile(GetAssetFullPath(L"shaders.hlsl").c_str(), nullptr, nullptr, "PSMain", "ps_5_0", compileFlags, 0, &pixelShader, nullptr));
D3D12_INPUT_LAYOUT_DESC inputLayoutDesc;
inputLayoutDesc.pInputElementDescs = SampleAssets::StandardVertexDescription;
inputLayoutDesc.NumElements = _countof(SampleAssets::StandardVertexDescription);
CD3DX12_DEPTH_STENCIL_DESC depthStencilDesc(D3D12_DEFAULT);
depthStencilDesc.DepthEnable = true;
depthStencilDesc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
depthStencilDesc.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
depthStencilDesc.StencilEnable = FALSE;
// Describe and create the PSO for rendering the scene.
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
psoDesc.InputLayout = inputLayoutDesc;
psoDesc.pRootSignature = m_rootSignature.Get();
psoDesc.VS = { reinterpret_cast<UINT8*>(vertexShader->GetBufferPointer()), vertexShader->GetBufferSize() };
psoDesc.PS = { reinterpret_cast<UINT8*>(pixelShader->GetBufferPointer()), pixelShader->GetBufferSize() };
psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
psoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
psoDesc.DepthStencilState = depthStencilDesc;
psoDesc.SampleMask = UINT_MAX;
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
psoDesc.NumRenderTargets = 1;
psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
psoDesc.DSVFormat = DXGI_FORMAT_D32_FLOAT;
psoDesc.SampleDesc.Count = 1;
ThrowIfFailed(m_device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&m_pipelineState)));
// Alter the description and create the PSO for rendering
// the shadow map. The shadow map does not use a pixel
// shader or render targets.
psoDesc.PS.pShaderBytecode = 0;
psoDesc.PS.BytecodeLength = 0;
psoDesc.RTVFormats[0] = DXGI_FORMAT_UNKNOWN;
psoDesc.NumRenderTargets = 0;
ThrowIfFailed(m_device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&m_pipelineStateShadowMap)));
}
// Create temporary command list for initial GPU setup.
ComPtr<ID3D12GraphicsCommandList> commandList;
ThrowIfFailed(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_commandAllocator.Get(), m_pipelineState.Get(), IID_PPV_ARGS(&commandList)));
// Create render target views (RTVs).
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart());
for (UINT i = 0; i < FrameCount; i++)
{
ThrowIfFailed(m_swapChain->GetBuffer(i, IID_PPV_ARGS(&m_renderTargets[i])));
m_device->CreateRenderTargetView(m_renderTargets[i].Get(), nullptr, rtvHandle);
rtvHandle.Offset(1, m_rtvDescriptorSize);
}
// Create the depth stencil.
{
CD3DX12_RESOURCE_DESC shadowTextureDesc(
D3D12_RESOURCE_DIMENSION_TEXTURE2D,
0,
static_cast<UINT>(m_viewport.Width),
static_cast<UINT>(m_viewport.Height),
//.........这里部分代码省略.........
开发者ID:horzelski,项目名称:DirectX-Graphics-Samples,代码行数:101,代码来源:D3D12Multithreading.cpp
示例11: ThrowIfFailed
// Fill the command list with all the render commands and dependent state.
void D3D12HeterogeneousMultiadapter::PopulateCommandLists()
{
// Command list to render target the triangles on the primary adapter.
{
const GraphicsAdapter adapter = Primary;
// Command list allocators can only be reset when the associated
// command lists have finished execution on the GPU; apps should use
// fences to determine GPU execution progress.
ThrowIfFailed(m_directCommandAllocators[adapter][m_frameIndex]->Reset());
// However, when ExecuteCommandList() is called on a particular command
// list, that command list can then be reset at any time and must be before
// re-recording.
ThrowIfFailed(m_directCommandLists[adapter]->Reset(m_directCommandAllocators[adapter][m_frameIndex].Get(), m_pipelineState.Get()));
// Get a timestamp at the start of the command list.
const UINT timestampHeapIndex = 2 * m_frameIndex;
m_directCommandLists[adapter]->EndQuery(m_timestampQueryHeaps[adapter].Get(), D3D12_QUERY_TYPE_TIMESTAMP, timestampHeapIndex);
// Set necessary state.
m_directCommandLists[adapter]->SetGraphicsRootSignature(m_rootSignature.Get());
m_directCommandLists[adapter]->RSSetViewports(1, &m_viewport);
m_directCommandLists[adapter]->RSSetScissorRects(1, &m_scissorRect);
// Indicate that the render target will be used as a render target.
m_directCommandLists[adapter]->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[adapter][m_frameIndex].Get(), D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET));
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeaps[adapter]->GetCPUDescriptorHandleForHeapStart(), m_frameIndex, m_rtvDescriptorSizes[adapter]);
CD3DX12_CPU_DESCRIPTOR_HANDLE dsvHandle(m_dsvHeap->GetCPUDescriptorHandleForHeapStart());
m_directCommandLists[adapter]->OMSetRenderTargets(1, &rtvHandle, false, &dsvHandle);
// Record commands.
m_directCommandLists[adapter]->ClearRenderTargetView(rtvHandle, ClearColor, 0, nullptr);
m_directCommandLists[adapter]->ClearDepthStencilView(dsvHandle, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr);
// Draw the triangles.
m_directCommandLists[adapter]->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
m_directCommandLists[adapter]->IASetVertexBuffers(0, 1, &m_vertexBufferView);
m_directCommandLists[adapter]->SetGraphicsRootConstantBufferView(1, m_workloadConstantBuffer->GetGPUVirtualAddress() + (m_frameIndex * sizeof(WorkloadConstantBufferData)));
const D3D12_GPU_VIRTUAL_ADDRESS cbVirtualAddress = m_constantBuffer->GetGPUVirtualAddress();
for (UINT n = 0; n < m_triangleCount; n++)
{
const D3D12_GPU_VIRTUAL_ADDRESS cbLocation = cbVirtualAddress + (m_frameIndex * MaxTriangleCount * sizeof(ConstantBufferData)) + (n * sizeof(ConstantBufferData));
m_directCommandLists[adapter]->SetGraphicsRootConstantBufferView(0, cbLocation);
m_directCommandLists[adapter]->DrawInstanced(3, 1, 0, 0);
}
// Indicate that the render target will now be used to copy.
m_directCommandLists[adapter]->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[adapter][m_frameIndex].Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE));
// Get a timestamp at the end of the command list and resolve the query data.
m_directCommandLists[adapter]->EndQuery(m_timestampQueryHeaps[adapter].Get(), D3D12_QUERY_TYPE_TIMESTAMP, timestampHeapIndex + 1);
m_directCommandLists[adapter]->ResolveQueryData(m_timestampQueryHeaps[adapter].Get(), D3D12_QUERY_TYPE_TIMESTAMP, timestampHeapIndex, 2, m_timestampResultBuffers[adapter].Get(), timestampHeapIndex * sizeof(UINT64));
ThrowIfFailed(m_directCommandLists[adapter]->Close());
}
// Command list to copy the render target to the shared heap on the primary adapter.
{
const GraphicsAdapter adapter = Primary;
// Reset the copy command allocator and command list.
ThrowIfFailed(m_copyCommandAllocators[m_frameIndex]->Reset());
ThrowIfFailed(m_copyCommandList->Reset(m_copyCommandAllocators[m_frameIndex].Get(), nullptr));
// Copy the resource to the cross-adapter shared resource
m_copyCommandList->CopyResource(m_crossAdapterResources[adapter][m_frameIndex].Get(), m_renderTargets[adapter][m_frameIndex].Get());
ThrowIfFailed(m_copyCommandList->Close());
}
// Command list to blur the render target and present.
{
const GraphicsAdapter adapter = Secondary;
// Command list allocators can only be reset when the associated
// command lists have finished execution on the GPU; apps should use
// fences to determine GPU execution progress.
ThrowIfFailed(m_directCommandAllocators[adapter][m_frameIndex]->Reset());
// However, when ExecuteCommandList() is called on a particular command
// list, that command list can then be reset at any time and must be before
// re-recording.
ThrowIfFailed(m_directCommandLists[adapter]->Reset(m_directCommandAllocators[adapter][m_frameIndex].Get(), m_blurPipelineStates[0].Get()));
// Get a timestamp at the start of the command list.
const UINT timestampHeapIndex = 2 * m_frameIndex;
m_directCommandLists[adapter]->EndQuery(m_timestampQueryHeaps[adapter].Get(), D3D12_QUERY_TYPE_TIMESTAMP, timestampHeapIndex);
// Set necessary state.
m_directCommandLists[adapter]->SetGraphicsRootSignature(m_blurRootSignature.Get());
ID3D12DescriptorHeap* ppHeaps[] = { m_cbvSrvUavHeap.Get() };
m_directCommandLists[adapter]->SetDescriptorHeaps(_countof(ppHeaps), ppHeaps);
m_directCommandLists[adapter]->RSSetViewports(1, &m_viewport);
m_directCommandLists[adapter]->RSSetScissorRects(1, &m_scissorRect);
//.........这里部分代码省略.........
开发者ID:GeorgeKps,项目名称:nBodyD3D12,代码行数:101,代码来源:D3D12HeterogeneousMultiadapter.cpp
示例12: defined
// Load the rendering pipeline dependencies.
void D3D12PipelineStateCache::LoadPipeline()
{
#if defined(_DEBUG)
// Enable the D3D12 debug layer.
{
ComPtr<ID3D12Debug> debugController;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
{
debugController->EnableDebugLayer();
}
}
#endif
ComPtr<IDXGIFactory4> factory;
ThrowIfFailed(CreateDXGIFactory1(IID_PPV_ARGS(&factory)));
if (m_useWarpDevice)
{
ComPtr<IDXGIAdapter> warpAdapter;
ThrowIfFailed(factory->EnumWarpAdapter(IID_PPV_ARGS(&warpAdapter)));
ThrowIfFailed(D3D12CreateDevice(
warpAdapter.Get(),
D3D_FEATURE_LEVEL_11_0,
IID_PPV_ARGS(&m_device)
));
}
else
{
ComPtr<IDXGIAdapter1> hardwareAdapter;
GetHardwareAdapter(factory.Get(), &hardwareAdapter);
ThrowIfFailed(D3D12CreateDevice(
hardwareAdapter.Get(),
D3D_FEATURE_LEVEL_11_0,
IID_PPV_ARGS(&m_device)
));
}
// Describe and create the command queue.
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
ThrowIfFailed(m_device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&m_commandQueue)));
NAME_D3D12_OBJECT(m_commandQueue);
// Describe and create the swap chain.
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
swapChainDesc.BufferCount = FrameCount;
swapChainDesc.Width = m_width;
swapChainDesc.Height = m_height;
swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
ComPtr<IDXGISwapChain1> swapChain;
ThrowIfFailed(factory->CreateSwapChainForCoreWindow(
m_commandQueue.Get(), // Swap chain needs the queue so that it can force a flush on it.
reinterpret_cast<IUnknown*>(Windows::UI::Core::CoreWindow::GetForCurrentThread()),
&swapChainDesc,
nullptr,
&swapChain
));
ThrowIfFailed(swapChain.As(&m_swapChain));
m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();
m_swapChainEvent = m_swapChain->GetFrameLatencyWaitableObject();
// Create descriptor heaps.
{
// Describe and create a render target view (RTV) descriptor heap.
D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
rtvHeapDesc.NumDescriptors = FrameCount + 1; // A descriptor for each frame + 1 intermediate render target.
rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
ThrowIfFailed(m_device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&m_rtvHeap)));
// Describe and create a shader resource view (SRV) descriptor heap.
D3D12_DESCRIPTOR_HEAP_DESC srvHeapDesc = {};
srvHeapDesc.NumDescriptors = 1;
srvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
srvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
ThrowIfFailed(m_device->CreateDescriptorHeap(&srvHeapDesc, IID_PPV_ARGS(&m_srvHeap)));
NAME_D3D12_OBJECT(m_srvHeap);
m_rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
m_srvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
}
// Create frame resources.
{
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart());
// Create RTVs and a command allocator for each frame.
for (UINT n = 0; n < FrameCount; n++)
{
//.........这里部分代码省略.........
开发者ID:iammanilee,项目名称:DirectX-Graphics-Samples,代码行数:101,代码来源:D3D12PipelineStateCache.cpp
示例13: ThrowIfFailed
// Fill the command list with all the render commands and dependent state.
void D3D12PipelineStateCache::PopulateCommandList()
{
// Command list allocators can only be reset when the associated
// command lists have finished execution on the GPU; apps should use
// fences to determine GPU execution progress.
ThrowIfFailed(m_commandAllocators[m_frameIndex]->Reset());
// However, when ExecuteCommandList() is called on a particular command
// list, that command list can then be reset at any time and must be before
// re-recording.
ThrowIfFailed(m_commandList->Reset(m_commandAllocators[m_frameIndex].Get(), nullptr));
// Set necessary state.
m_commandList->SetGraphicsRootSignature(m_rootSignature.Get());
ID3D12DescriptorHeap* ppHeaps[] = { m_srvHeap.Get() };
m_commandList->SetDescriptorHeaps(_countof(ppHeaps), ppHeaps);
m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_commandList->RSSetViewports(1, &m_viewport);
m_commandList->RSSetScissorRects(1, &m_scissorRect);
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart(), m_frameIndex, m_rtvDescriptorSize);
CD3DX12_CPU_DESCRIPTOR_HANDLE intermediateRtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart(), FrameCount, m_rtvDescriptorSize);
CD3DX12_GPU_DESCRIPTOR_HANDLE srvHandle(m_srvHeap->GetGPUDescriptorHandleForHeapStart());
m_commandList->OMSetRenderTargets(1, &intermediateRtvHandle, FALSE, nullptr);
// Record commands.
m_commandList->ClearRenderTargetView(intermediateRtvHandle, IntermediateClearColor, 0, nullptr);
// Draw the scene as normal into the intermediate buffer.
PIXBeginEvent(m_commandList.Get(), 0, L"Draw cube");
{
static float rot = 0.0f;
DrawConstantBuffer* drawCB = (DrawConstantBuffer*)m_dynamicCB.GetMappedMemory(m_drawIndex, m_frameIndex);
drawCB->worldViewProjection = XMMatrixTranspose(XMMatrixRotationY(rot) * XMMatrixRotationX(-rot) * m_camera.GetViewMatrix() * m_projectionMatrix);
rot += 0.01f;
m_commandList->IASetVertexBuffers(0, 1, &m_cubeVbv);
m_commandList->IASetIndexBuffer(&m_cubeIbv);
m_psoLibrary.SetPipelineState(m_device.Get(), m_rootSignature.Get(), m_commandList.Get(), BaseNormal3DRender, m_frameIndex);
m_commandList->SetGraphicsRootConstantBufferView(RootParameterCB, m_dynamicCB.GetGpuVirtualAddress(m_drawIndex, m_frameIndex));
m_commandList->DrawIndexedInstanced(36, 1, 0, 0, 0);
m_drawIndex++;
}
PIXEndEvent(m_commandList.Get());
// Set up the state for a fullscreen quad.
m_commandList->IASetVertexBuffers(0, 1, &m_quadVbv);
m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
// Indicate that the back buffer will be used as a render target and the
// intermediate render target will be used as a SRV.
D3D12_RESOURCE_BARRIER barriers[] = {
CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_frameIndex].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET),
CD3DX12_RESOURCE_BARRIER::Transition(m_intermediateRenderTarget.Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE)
};
m_commandList->ResourceBarrier(_countof(barriers), barriers);
m_commandList->SetGraphicsRootDescriptorTable(RootParameterSRV, m_srvHeap->GetGPUDescriptorHandleForHeapStart());
const float black[] = { 0.0f, 0.0f, 0.0f, 0.0f };
m_commandList->ClearRenderTargetView(rtvHandle, black, 0, nullptr);
m_commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, nullptr);
// Draw some quads using the rendered scene with some effect shaders.
PIXBeginEvent(m_commandList.Get(), 0, L"Post-processing");
{
UINT quadCount = 0;
static const UINT quadsX = 3;
static const UINT quadsY = 3;
// Cycle through all of the effects.
for (UINT i = PostBlit; i < EffectPipelineTypeCount; i++)
{
if (m_enabledEffects[i])
{
D3D12_VIEWPORT viewport = {};
viewport.TopLeftX = (quadCount % quadsX) * (m_viewport.Width / quadsX);
viewport.TopLeftY = (quadCount / quadsY) * (m_viewport.Height / quadsY);
viewport.Width = m_viewport.Width / quadsX;
viewport.Height = m_viewport.Height / quadsY;
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 0.0f;
PIXBeginEvent(m_commandList.Get(), 0, g_cEffectNames[i]);
m_commandList->RSSetViewports(1, &viewport);
m_psoLibrary.SetPipelineState(m_device.Get(), m_rootSignature.Get(), m_commandList.Get(), static_cast<EffectPipelineType>(i), m_frameIndex);
m_commandList->DrawInstanced(4, 1, 0, 0);
PIXEndEvent(m_commandList.Get());
}
quadCount++;
}
}
PIXEndEvent(m_commandList.Get());
//.........这里部分代码省略.........
开发者ID:iammanilee,项目名称:DirectX-Graphics-Samples,代码行数:101,代码来源:D3D12PipelineStateCache.cpp
示例14: defined
// Load the rendering pipeline dependencies.
void D3D12HelloConstBuffers::LoadPipeline()
{
#if defined(_DEBUG)
// Enable the D3D12 debug layer.
{
ComPtr<ID3D12Debug> debugController;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
{
debugController->EnableDebugLayer();
}
}
#endif
ComPtr<IDXGIFactory4> factory;
ThrowIfFailed(CreateDXGIFactory1(IID_PPV_ARGS(&factory)));
if (m_useWarpDevice)
{
ComPtr<IDXGIAdapter> warpAdapter;
ThrowIfFailed(factory->EnumWarpAdapter(IID_PPV_ARGS(&warpAdapter)));
ThrowIfFailed(D3D12CreateDevice(
warpAdapter.Get(),
D3D_FEATURE_LEVEL_11_0,
IID_PPV_ARGS(&m_device)
));
}
else
{
ComPtr<IDXGIAdapter1> hardwareAdapter;
GetHardwareAdapter(factory.Get(), &hardwareAdapter);
ThrowIfFailed(D3D12CreateDevice(
hardwareAdapter.Get(),
D3D_FEATURE_LEVEL_11_0,
IID_PPV_ARGS(&m_device)
));
}
// Describe and create the command queue.
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
ThrowIfFailed(m_device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&m_commandQueue)));
// Describe and create the swap chain.
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
swapChainDesc.BufferCount = FrameCount;
swapChainDesc.Width = m_width;
swapChainDesc.Height = m_height;
swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
swapChainDesc.SampleDesc.Count = 1;
ComPtr<IDXGISwapChain1> swapChain;
ThrowIfFailed(factory->CreateSwapChainForCoreWindow(
m_commandQueue.Get(), // Swap chain needs the queue so that it can force a flush on it.
reinterpret_cast<IUnknown*>(Windows::UI::Core::CoreWindow::GetForCurrentThread()),
&swapChainDesc,
nullptr,
&swapChain
));
ThrowIfFailed(swapChain.As(&m_swapChain));
m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();
// Create descriptor heaps.
{
// Describe and create a render target view (RTV) descriptor heap.
D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
rtvHeapDesc.NumDescriptors = FrameCount;
rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
ThrowIfFailed(m_device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&m_rtvHeap)));
m_rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
// Describe and create a constant buffer view (CBV) descriptor heap.
// Flags indicate that this descriptor heap can be bound to the pipeline
// and that descriptors contained in it can be referenced by a root table.
D3D12_DESCRIPTOR_HEAP_DESC cbvHeapDesc = {};
cbvHeapDesc.NumDescriptors = 1;
cbvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
cbvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
ThrowIfFailed(m_device->CreateDescriptorHeap(&cbvHeapDesc, IID_PPV_ARGS(&m_cbvHeap)));
}
// Create frame resources.
{
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart());
// Create a RTV for each frame.
for (UINT n = 0; n < FrameCount; n++)
{
ThrowIfFailed(m_swapChain->GetBuffer(n, IID_PPV_ARGS(&m_renderTargets[n])));
m_device->CreateRenderTargetView(m_renderTargets[n].Get(), nullptr, rtvHandle);
rtvHandle.Offset(1, m_rtvDescriptorSize);
//.........这里部分代码省略.........
开发者ID:AhmedSaid,项目名称:DirectX-Graphics-Samples,代码行数:101,代码来源:D3D12HelloConstBuffers.cpp
示例15: ThrowIfFailed
// Fill the command list with all the render commands and dependent state.
void D3D12Fullscreen::PopulateCommandLists()
{
// Command list allocators can only be reset when the associated
// command lists have finished execution on the GPU; apps should use
// fences to determine GPU execution progress.
ThrowIfFailed(m_sceneCommandAllocators[m_frameIndex]->Reset());
ThrowIfFailed(m_postCommandAllocators[m_frameIndex]->Reset());
// However, when ExecuteCommandList() is called on a particular command
// list, that command list can then be reset at any time and must be before
// re-recording.
ThrowIfFailed(m_sceneCommandList->Reset(m_sceneCommandAllocators[m_frameIndex].Get(), m_scenePipelineState.Get()));
ThrowIfFailed(m_postCommandList->Reset(m_postCommandAllocators[m_frameIndex].Get(), m_postPipelineState.Get()));
// Populate m_sceneCommandList to render scene to intermediate render target.
{
// Set necessary state.
m_sceneCommandList->SetGraphicsRootSignature(m_sceneRootSignature.Get());
ID3D12DescriptorHeap* ppHeaps[] = { m_cbvSrvHeap.Get() };
m_sceneCommandList->SetDescriptorHeaps(_countof(ppHeaps), ppHeaps);
CD3DX12_GPU_DESCRIPTOR_HANDLE cbvHandle(m_cbvSrvHeap->GetGPUDescriptorHandleForHeapStart(), m_frameIndex + 1, m_cbvSrvDescriptorSize);
m_sceneCommandList->SetGraphicsRootDescriptorTable(0, cbvHandle);
m_sceneCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_sceneCommandList->RSSetViewports(1, &m_sceneViewport);
m_sceneCommandList->RSSetScissorRects(1, &m_sceneScissorRect);
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart(), FrameCount, m_rtvDescriptorSize);
m_sceneCommandList->OMSetRenderTargets(1, &rtvHandle, FALSE, nullptr);
// Record commands.
m_sceneCommandList->ClearRenderTargetView(rtvHandle, ClearColor, 0, nullptr);
m_sceneCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
m_sceneCommandList->IASetVertexBuffers(0, 1, &m_sceneVertexBufferView);
PIXBeginEvent(m_sceneCommandList.Get(), 0, L"Draw a thin rectangle");
m_sceneCommandList->DrawInstanced(4, 1, 0, 0);
PIXEndEvent(m_sceneCommandList.Get());
}
ThrowIfFailed(m_sceneCommandList->Close());
// Populate m_postCommandList to scale intermediate render target to screen.
{
// Set necessary state.
m_postCommandList->SetGraphicsRootSignature(m_postRootSignature.Get());
ID3D12DescriptorHeap* ppHeaps[] = { m_cbvSrvHeap.Get() };
m_postCommandList->SetDescriptorHeaps(_countof(ppHeaps), ppHeaps);
// Indicate that the back buffer will be used as a render target and the
// intermediate render target will be used as a SRV.
D3D12_RESOURCE_BARRIER barriers[] = {
CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_frameIndex].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET),
CD3DX12_RESOURCE_BARRIER::Transition(m_intermediateRenderTarget.Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE)
};
m_postCommandList->ResourceBarrier(_countof(barriers), barriers);
m_postCommandList->SetGraphicsRootDescriptorTable(0, m_cbvSrvHeap->GetGPUDescriptorHandleForHeapStart());
m_postCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_postCommandList->RSSetViewports(1, &m_postViewport);
m_postCommandList->RSSetScissorRects(1, &m_postScissorRect);
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart(), m_frameIndex, m_rtvDescriptorSize);
m_postCommandList->OMSetRenderTargets(1, &rtvHandle, FALSE, nullptr);
// Record commands.
m_postCommandList->ClearRenderTargetView(rtvHandle, LetterboxColor, 0, nullptr);
m_postCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
m_postCommandList->IASetVertexBuffers(0, 1, &m_postVertexBufferView);
PIXBeginEvent(m_postCommandList.Get(), 0, L"Draw texture to screen.");
m_postCommandList->DrawInstanced(4, 1, 0, 0);
PIXEndEvent(m_postCommandList.Get());
// Revert resource states back to original values.
barriers[0].Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
barriers[0].Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
barriers[1].Transition.StateBefore = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
barriers[1].Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
m_postCommandList->ResourceBarrier(_countof(barriers), barriers);
}
ThrowIfFailed(m_postCommandList->Close());
}
开发者ID:Anklor,项目名称:DirectX-Graphics-Samples,代码行数:89,代码来源:D3D12Fullscreen.cpp
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