// Load the sample assets.
void D3D12PredicationQueries::LoadAssets()
{
    // Create a root signature consisting of a single CBV parameter.
    {
        D3D12_FEATURE_DATA_ROOT_SIGNATURE featureData = {};

        // This is the highest version the sample supports. If CheckFeatureSupport succeeds, the HighestVersion returned will not be greater than this.
        featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_1;

        if (FAILED(m_device->CheckFeatureSupport(D3D12_FEATURE_ROOT_SIGNATURE, &featureData, sizeof(featureData))))
        {
            featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_0;
        }

        CD3DX12_DESCRIPTOR_RANGE1 ranges[1];
        CD3DX12_ROOT_PARAMETER1 rootParameters[1];

        ranges[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC);
        rootParameters[0].InitAsDescriptorTable(1, &ranges[0], D3D12_SHADER_VISIBILITY_VERTEX);

        // Allow input layout and deny uneccessary access to certain pipeline stages.
        D3D12_ROOT_SIGNATURE_FLAGS rootSignatureFlags =
            D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
            D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
            D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
            D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS |
            D3D12_ROOT_SIGNATURE_FLAG_DENY_PIXEL_SHADER_ROOT_ACCESS;

        CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDesc;
        rootSignatureDesc.Init_1_1(_countof(rootParameters), rootParameters, 0, nullptr, rootSignatureFlags);

        ComPtr<ID3DBlob> signature;
        ComPtr<ID3DBlob> error;
        ThrowIfFailed(D3DX12SerializeVersionedRootSignature(&rootSignatureDesc, featureData.HighestVersion, &signature, &error));
        ThrowIfFailed(m_device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&m_rootSignature)));
        NAME_D3D12_OBJECT(m_rootSignature);
    }

    // Create the pipeline state, which includes compiling and loading shaders.
    {
        ComPtr<ID3DBlob> vertexShader;
        ComPtr<ID3DBlob> pixelShader;

#if defined(_DEBUG)
        // Enable better shader debugging with the graphics debugging tools.
        UINT compileFlags = D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
#else
        UINT compileFlags = 0;
#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));

        // Define the vertex input layout.
        D3D12_INPUT_ELEMENT_DESC inputElementDescs[] =
        {
            { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
            { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }
        };

        // Enable alpha blending so we can visualize the occlusion query results.
        CD3DX12_BLEND_DESC blendDesc(D3D12_DEFAULT);
        blendDesc.RenderTarget[0] =
        {
            TRUE, FALSE,
            D3D12_BLEND_SRC_ALPHA, D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_OP_ADD,
            D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
            D3D12_LOGIC_OP_NOOP,
            D3D12_COLOR_WRITE_ENABLE_ALL,
        };

        // Describe and create the graphics pipeline state objects (PSO).
        D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
        psoDesc.InputLayout = { inputElementDescs, _countof(inputElementDescs) };
        psoDesc.pRootSignature = m_rootSignature.Get();
        psoDesc.VS = CD3DX12_SHADER_BYTECODE(vertexShader.Get());
        psoDesc.PS = CD3DX12_SHADER_BYTECODE(pixelShader.Get());
        psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
        psoDesc.BlendState = blendDesc;
        psoDesc.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC(D3D12_DEFAULT);
        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)));
        NAME_D3D12_OBJECT(m_pipelineState);

        // Disable color writes and depth writes for the occlusion query's state.
        psoDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = 0;
        psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;

        ThrowIfFailed(m_device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&m_queryState)));
        NAME_D3D12_OBJECT(m_queryState);
    }

    // Create the command list.
    ThrowIfFailed(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_commandAllocators[m_frameIndex].Get(), m_pipelineState.Get(), IID_PPV_ARGS(&m_commandList)));
    NAME_D3D12_OBJECT(m_commandList);

    // Note: ComPtr's are CPU objects but this resource needs to stay in scope until
    // the command list that references it has finished executing on the GPU.
    // We will flush the GPU at the end of this method to ensure the resource is not
    // prematurely destroyed.
    ComPtr<ID3D12Resource> vertexBufferUpload;

    // Create the vertex buffer.
    {
        // Create geometry for two quads and a bounding box for the occlusion query.
        // Geometry will be rendered back-to-front to support transparency in the scene.
        Vertex quadVertices[] =
        {
            // Far quad - in practice this would be a complex geometry.
            { { -0.25f, -0.25f * m_aspectRatio, 0.5f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
            { { -0.25f, 0.25f * m_aspectRatio, 0.5f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
            { { 0.25f, -0.25f * m_aspectRatio, 0.5f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
            { { 0.25f, 0.25f * m_aspectRatio, 0.5f }, { 1.0f, 1.0f, 1.0f, 1.0f } },

            // Near quad.
            { { -0.5f, -0.35f * m_aspectRatio, 0.0f }, { 1.0f, 0.0f, 0.0f, 0.65f } },
            { { -0.5f, 0.35f * m_aspectRatio, 0.0f }, { 1.0f, 0.0f, 0.0f, 0.65f } },
            { { 0.5f, -0.35f * m_aspectRatio, 0.0f }, { 1.0f, 1.0f, 0.0f, 0.65f } },
            { { 0.5f, 0.35f * m_aspectRatio, 0.0f }, { 1.0f, 1.0f, 0.0f, 0.65f } },

            // Far quad bounding box used for occlusion query (offset slightly to avoid z-fighting).
            { { -0.25f, -0.25f * m_aspectRatio, 0.4999f }, { 0.0f, 0.0f, 0.0f, 1.0f } },
            { { -0.25f, 0.25f * m_aspectRatio, 0.4999f }, { 0.0f, 0.0f, 0.0f, 1.0f } },
            { { 0.25f, -0.25f * m_aspectRatio, 0.4999f }, { 0.0f, 0.0f, 0.0f, 1.0f } },
            { { 0.25f, 0.25f * m_aspectRatio, 0.4999f }, { 0.0f, 0.0f, 0.0f, 1.0f } },
        };

        const UINT vertexBufferSize = sizeof(quadVertices);

        ThrowIfFailed(m_device->CreateCommittedResource(
            &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
            D3D12_HEAP_FLAG_NONE,
            &CD3DX12_RESOURCE_DESC::Buffer(vertexBufferSize),
            D3D12_RESOURCE_STATE_COPY_DEST,
            nullptr,
            IID_PPV_ARGS(&m_vertexBuffer)));

        ThrowIfFailed(m_device->CreateCommittedResource(
            &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
            D3D12_HEAP_FLAG_NONE,
            &CD3DX12_RESOURCE_DESC::Buffer(vertexBufferSize),
            D3D12_RESOURCE_STATE_GENERIC_READ,
            nullptr,
            IID_PPV_ARGS(&vertexBufferUpload)));

        NAME_D3D12_OBJECT(m_vertexBuffer);

        // Copy data to the intermediate upload heap and then schedule a copy 
        // from the upload heap to the vertex buffer.
        D3D12_SUBRESOURCE_DATA vertexData = {};
        vertexData.pData = reinterpret_cast<UINT8*>(quadVertices);
        vertexData.RowPitch = vertexBufferSize;
        vertexData.SlicePitch = vertexData.RowPitch;

        UpdateSubresources<1>(m_commandList.Get(), m_vertexBuffer.Get(), vertexBufferUpload.Get(), 0, 0, 1, &vertexData);
        m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_vertexBuffer.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER));

        // Initialize the vertex buffer view.
        m_vertexBufferView.BufferLocation = m_vertexBuffer->GetGPUVirtualAddress();
        m_vertexBufferView.StrideInBytes = sizeof(Vertex);
        m_vertexBufferView.SizeInBytes = sizeof(quadVertices);
    }

    // Create the constant buffers.
    {
        ThrowIfFailed(m_device->CreateCommittedResource(
            &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
            D3D12_HEAP_FLAG_NONE,
            &CD3DX12_RESOURCE_DESC::Buffer(FrameCount * sizeof(m_constantBufferData)),
            D3D12_RESOURCE_STATE_GENERIC_READ,
            nullptr,
            IID_PPV_ARGS(&m_constantBuffer)));

        NAME_D3D12_OBJECT(m_constantBuffer);

        // Map and initialize the constant buffer. We don't unmap this until the
        // app closes. Keeping things mapped for the lifetime of the resource is okay.
        CD3DX12_RANGE readRange(0, 0);        // We do not intend to read from this resource on the CPU.
        ThrowIfFailed(m_constantBuffer->Map(0, &readRange, reinterpret_cast<void**>(&m_pCbvDataBegin)));
        ZeroMemory(m_pCbvDataBegin, FrameCount * sizeof(m_constantBufferData));

        // Create constant buffer views to access the upload buffer.
        CD3DX12_CPU_DESCRIPTOR_HANDLE cpuHandle(m_cbvHeap->GetCPUDescriptorHandleForHeapStart());
        D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = m_constantBuffer->GetGPUVirtualAddress();

        D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {};
        cbvDesc.SizeInBytes = sizeof(SceneConstantBuffer);

        for (UINT n = 0; n < FrameCount; n++)
        {
            cbvDesc.BufferLocation = gpuAddress;

            m_device->CreateConstantBufferView(&cbvDesc, cpuHandle);

            cpuHandle.Offset(m_cbvSrvDescriptorSize);
            gpuAddress += cbvDesc.SizeInBytes;
            cbvDesc.BufferLocation = gpuAddress;

            m_device->CreateConstantBufferView(&cbvDesc, cpuHandle);

            cpuHandle.Offset(m_cbvSrvDescriptorSize);
            gpuAddress += cbvDesc.SizeInBytes;
        }
    }

    // Create the depth stencil view.
    {
        D3D12_DEPTH_STENCIL_VIEW_DESC depthStencilDesc = {};
        depthStencilDesc.Format = DXGI_FORMAT_D32_FLOAT;
        depthStencilDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
        depthStencilDesc.Flags = D3D12_DSV_FLAG_NONE;

        D3D12_CLEAR_VALUE depthOptimizedClearValue = {};
        depthOptimizedClearValue.Format = DXGI_FORMAT_D32_FLOAT;
        depthOptimizedClearValue.DepthStencil.Depth = 1.0f;
        depthOptimizedClearValue.DepthStencil.Stencil = 0;

        ThrowIfFailed(m_device->CreateCommittedResource(
            &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
            D3D12_HEAP_FLAG_NONE,
            &CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_D32_FLOAT, m_width, m_height, 1, 0, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL),
            D3D12_RESOURCE_STATE_DEPTH_WRITE,
            &depthOptimizedClearValue,
            IID_PPV_ARGS(&m_depthStencil)
            ));

        NAME_D3D12_OBJECT(m_depthStencil);

        m_device->CreateDepthStencilView(m_depthStencil.Get(), &depthStencilDesc, m_dsvHeap->GetCPUDescriptorHandleForHeapStart());
    }

    // Create the query result buffer.
    {
        D3D12_RESOURCE_DESC queryResultDesc = CD3DX12_RESOURCE_DESC::Buffer(8);
        ThrowIfFailed(m_device->CreateCommittedResource(
            &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
            D3D12_HEAP_FLAG_NONE,
            &queryResultDesc,
            D3D12_RESOURCE_STATE_PREDICATION,
            nullptr,
            IID_PPV_ARGS(&m_queryResult)
            ));

        NAME_D3D12_OBJECT(m_queryResult);
    }

    // Close the command list and execute it to begin the vertex buffer copy into
    // the default heap.
    ThrowIfFailed(m_commandList->Close());
    ID3D12CommandList* ppCommandLists[] = { m_commandList.Get() };
    m_commandQueue->ExecuteCommandLists(_countof(ppCommandLists), ppCommandLists);

    // Create synchronization objects and wait until assets have been uploaded to the GPU.
    {
        ThrowIfFailed(m_device->CreateFence(m_fenceValues[m_frameIndex], D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&m_fence)));
        m_fenceValues[m_frameIndex]++;

        // Create an event handle to use for frame synchronization.
        m_fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
        if (m_fenceEvent == nullptr)
        {
            ThrowIfFailed(HRESULT_FROM_WIN32(GetLastError()));
        }

        // Wait for the command list to execute; we are reusing the same command 
        // list in our main loop but for now, we just want to wait for setup to 
        // complete before continuing.
        WaitForGpu();
    }
}
void D3D12PipelineStateCache::LoadAssets()
{
	// Create the root signature.
	{
		D3D12_FEATURE_DATA_ROOT_SIGNATURE featureData = {};

		// This is the highest version the sample supports. If CheckFeatureSupport succeeds, the HighestVersion returned will not be greater than this.
		featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_1;

		if (FAILED(m_device->CheckFeatureSupport(D3D12_FEATURE_ROOT_SIGNATURE, &featureData, sizeof(featureData))))
		{
			featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_0;
		}

		CD3DX12_DESCRIPTOR_RANGE1 ranges[RootParametersCount];
		ranges[RootParameterSRV].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC);

		CD3DX12_ROOT_PARAMETER1 rootParameters[RootParametersCount];
		rootParameters[RootParameterUberShaderCB].InitAsConstantBufferView(0, 0, D3D12_ROOT_DESCRIPTOR_FLAG_DATA_STATIC, D3D12_SHADER_VISIBILITY_ALL);
		rootParameters[RootParameterCB].InitAsConstantBufferView(1, 0, D3D12_ROOT_DESCRIPTOR_FLAG_DATA_STATIC, D3D12_SHADER_VISIBILITY_ALL);
		rootParameters[RootParameterSRV].InitAsDescriptorTable(1, &ranges[RootParameterSRV]);

		D3D12_STATIC_SAMPLER_DESC sampler = {};
		sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
		sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
		sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
		sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
		sampler.MipLODBias = 0;
		sampler.MaxAnisotropy = 0;
		sampler.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
		sampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
		sampler.MinLOD = 0.0f;
		sampler.MaxLOD = 9999.0f;
		sampler.ShaderRegister = 0;
		sampler.RegisterSpace = 0;
		sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;

		CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDesc;
		rootSignatureDesc.Init_1_1(_countof(rootParameters), rootParameters, 1, &sampler, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);

		ComPtr<ID3DBlob> signature;
		ComPtr<ID3DBlob> error;
		ThrowIfFailed(D3DX12SerializeVersionedRootSignature(&rootSignatureDesc, featureData.HighestVersion, &signature, &error));
		ThrowIfFailed(m_device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&m_rootSignature)));
		NAME_D3D12_OBJECT(m_rootSignature);
	}

	// Create the command list.
	ThrowIfFailed(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_commandAllocators[m_frameIndex].Get(), nullptr, IID_PPV_ARGS(&m_commandList)));
	NAME_D3D12_OBJECT(m_commandList);

	// Note: ComPtr's are CPU objects but this resource needs to stay in scope until
	// the command list that references it has finished executing on the GPU.
	// We will flush the GPU at the end of this method to ensure the resource is not
	// prematurely destroyed.
	ComPtr<ID3D12Resource> vertexIndexBufferUpload;

	// Vertex and Index Buffer.
	{
		const VertexPositionColor cubeVertices[] = {
			{ { -1.0f, 1.0f, -1.0f, 1.0f }, { GetRandomColor(),GetRandomColor(), GetRandomColor() } },	// Back Top Left
			{ { 1.0f, 1.0f, -1.0f, 1.0f }, { GetRandomColor(), GetRandomColor(), GetRandomColor() } },	// Back Top Right
			{ { 1.0f, 1.0f, 1.0f, 1.0f }, { GetRandomColor(), GetRandomColor(), GetRandomColor() } },	// Front Top Right
			{ { -1.0f, 1.0f, 1.0f, 1.0f }, { GetRandomColor(), GetRandomColor(), GetRandomColor() } },	// Front Top Left

			{ { -1.0f, -1.0f, -1.0f, 1.0f }, { GetRandomColor(),GetRandomColor(), GetRandomColor() } },	// Back Bottom Left
			{ { 1.0f, -1.0f, -1.0f, 1.0f }, { GetRandomColor(),GetRandomColor(), GetRandomColor() } },	// Back Bottom Right
			{ { 1.0f, -1.0f, 1.0f, 1.0f }, { GetRandomColor(),GetRandomColor(), GetRandomColor() } },	// Front Bottom Right
			{ { -1.0f, -1.0f, 1.0f, 1.0f }, { GetRandomColor(),GetRandomColor(), GetRandomColor() } },	// Front Bottom Left
		};

		const UINT cubeIndices[] =
		{
			0, 1, 3,
			1, 2, 3,

			3, 2, 7,
			6, 7, 2,

			2, 1, 6,
			5, 6, 1,

			1, 0, 5,
			4, 5, 0,

			0, 3, 4,
			7, 4, 3,

			7, 6, 4,
			5, 4, 6,
		};

		static const VertexPositionUV quadVertices[] =
		{
			{ { -1.0f, -1.0f, 0.0f, 1.0f }, { 0.0f, 1.0f } },	// Bottom Left
			{ { -1.0f, 1.0f, 0.0f, 1.0f }, { 0.0f, 0.0f } },	// Top Left
			{ { 1.0f, -1.0f, 0.0f, 1.0f }, { 1.0f, 1.0f } },	// Bottom Right
			{ { 1.0f, 1.0f, 0.0f, 1.0f }, { 1.0f, 0.0f } },		// Top Right
		};

		const UINT vertexIndexBufferSize = sizeof(cubeIndices) + sizeof(cubeVertices) + sizeof(quadVertices);

		ThrowIfFailed(m_device->CreateCommittedResource(
			&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
			D3D12_HEAP_FLAG_NONE,
			&CD3DX12_RESOURCE_DESC::Buffer(vertexIndexBufferSize),
			D3D12_RESOURCE_STATE_COPY_DEST,
			nullptr,
			IID_PPV_ARGS(&m_vertexIndexBuffer)));

		ThrowIfFailed(m_device->CreateCommittedResource(
			&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
			D3D12_HEAP_FLAG_NONE,
			&CD3DX12_RESOURCE_DESC::Buffer(vertexIndexBufferSize),
			D3D12_RESOURCE_STATE_GENERIC_READ,
			nullptr,
			IID_PPV_ARGS(&vertexIndexBufferUpload)));

		NAME_D3D12_OBJECT(m_vertexIndexBuffer);

		UINT8* mappedUploadHeap = nullptr;
		CD3DX12_RANGE readRange(0, 0);		// We do not intend to read from this resource on the CPU.
		ThrowIfFailed(vertexIndexBufferUpload->Map(0, &readRange, reinterpret_cast<void**>(&mappedUploadHeap)));

		// Fill in part of the upload heap with our index and vertex data.
		UINT8* heapLocation = static_cast<UINT8*>(mappedUploadHeap);
		memcpy(heapLocation, cubeVertices, sizeof(cubeVertices));
		heapLocation += sizeof(cubeVertices);
		memcpy(heapLocation, cubeIndices, sizeof(cubeIndices));
		heapLocation += sizeof(cubeIndices);
		memcpy(heapLocation, quadVertices, sizeof(quadVertices));

		// Pack the vertices and indices into their destination by copying from the upload heap.
		m_commandList->CopyBufferRegion(m_vertexIndexBuffer.Get(), 0, vertexIndexBufferUpload.Get(), 0, vertexIndexBufferSize);
		m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_vertexIndexBuffer.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER | D3D12_RESOURCE_STATE_INDEX_BUFFER));

		// Create the index and vertex buffer views.
		m_cubeVbv.BufferLocation = m_vertexIndexBuffer.Get()->GetGPUVirtualAddress();
		m_cubeVbv.SizeInBytes = sizeof(cubeVertices);
		m_cubeVbv.StrideInBytes = sizeof(VertexPositionColor);

		m_cubeIbv.BufferLocation = m_cubeVbv.BufferLocation + sizeof(cubeVertices);
		m_cubeIbv.SizeInBytes = sizeof(cubeIndices);
		m_cubeIbv.Format = DXGI_FORMAT_R32_UINT;

		m_quadVbv.BufferLocation = m_cubeIbv.BufferLocation + sizeof(cubeIndices);
		m_quadVbv.SizeInBytes = sizeof(quadVertices);
		m_quadVbv.StrideInBytes = sizeof(VertexPositionUV);
	}

	// Create the constant buffer.
	m_dynamicCB.Init(m_device.Get());

	// Close the command list and execute it to begin the vertex/index buffer copy
	// into the default heap.
	ThrowIfFailed(m_commandList->Close());
	ID3D12CommandList* ppCommandLists[] = { m_commandList.Get() };
	m_commandQueue->ExecuteCommandLists(_countof(ppCommandLists), ppCommandLists);

	// Create synchronization objects and wait until assets have been uploaded to the GPU.
	{
		ThrowIfFailed(m_device->CreateFence(m_fenceValues[m_frameIndex], D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&m_fence)));
		m_fenceValues[m_frameIndex]++;

		// Create an event handle to use for frame synchronization.
		m_fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
		if (m_fenceEvent == nullptr)
		{
			ThrowIfFailed(HRESULT_FROM_WIN32(GetLastError()));
		}

		// Wait for the command list to execute; we are reusing the same command 
		// list in our main loop but for now, we just want to wait for setup to 
		// complete before continuing.
		WaitForGpu();
	}

	m_psoLibrary.Build(m_device.Get(), m_rootSignature.Get());
	UpdateWindowTextPso();
}
void CrossNodeResources::LoadAssets()
{
    // Create the root signatures.
    // Root signatures may be shared across GPU nodes.
    {
        D3D12_FEATURE_DATA_ROOT_SIGNATURE featureData = {};

        // This is the highest version the sample supports. If CheckFeatureSupport succeeds, the HighestVersion returned will not be greater than this.
        featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_1;

        if (FAILED(m_device->CheckFeatureSupport(D3D12_FEATURE_ROOT_SIGNATURE, &featureData, sizeof(featureData))))
        {
            featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_0;
        }

        // Create a root signature for rendering the triangle scene.
        {
            CD3DX12_DESCRIPTOR_RANGE1 sceneRanges[1];
            sceneRanges[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC);

            CD3DX12_ROOT_PARAMETER1 sceneRootParameters[2];
            sceneRootParameters[0].InitAsDescriptorTable(1, &sceneRanges[0], D3D12_SHADER_VISIBILITY_VERTEX);
            sceneRootParameters[1].InitAsConstants(1, 1, 0, D3D12_SHADER_VISIBILITY_VERTEX);

            CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC sceneRootSignatureDesc;
            sceneRootSignatureDesc.Init_1_1(_countof(sceneRootParameters), sceneRootParameters, 0, nullptr, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);

            ComPtr<ID3DBlob> signature;
            ComPtr<ID3DBlob> error;
            ThrowIfFailed(D3DX12SerializeVersionedRootSignature(&sceneRootSignatureDesc, featureData.HighestVersion, &signature, &error));
            ThrowIfFailed(m_device->CreateRootSignature(Settings::SharedNodeMask, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&m_sceneRootSignature)));
        }

        // Create a root signature for the post-process pass.
        {
            CD3DX12_DESCRIPTOR_RANGE1 postRanges[2];
            postRanges[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, Settings::SceneHistoryCount, 0, 0, D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC_WHILE_SET_AT_EXECUTE);
            postRanges[1].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 1, 0);

            CD3DX12_ROOT_PARAMETER1 postRootParameters[3];
            postRootParameters[0].InitAsDescriptorTable(1, &postRanges[0], D3D12_SHADER_VISIBILITY_PIXEL);
            postRootParameters[1].InitAsDescriptorTable(1, &postRanges[1], D3D12_SHADER_VISIBILITY_PIXEL);
            postRootParameters[2].InitAsConstants(2, 0, 0, D3D12_SHADER_VISIBILITY_PIXEL);

            CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC postRootSignatureDesc;
            postRootSignatureDesc.Init_1_1(_countof(postRootParameters), postRootParameters, 0, nullptr, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);

            ComPtr<ID3DBlob> signature;
            ComPtr<ID3DBlob> error;
            ThrowIfFailed(D3DX12SerializeVersionedRootSignature(&postRootSignatureDesc, featureData.HighestVersion, &signature, &error));
            ThrowIfFailed(m_device->CreateRootSignature(Settings::SharedNodeMask, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&m_postRootSignature)));
        }
    }

    // Create the pipeline state, which includes compiling and loading shaders.
    // Pipeline states may be shared across GPU nodes.
    {
        // Define the vertex input layout for the triangle scene.
        D3D12_INPUT_ELEMENT_DESC inputElementDescs[] =
        {
            { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
        };

        // Describe and create the graphics pipeline state objects (PSO).
        D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
        psoDesc.InputLayout = { inputElementDescs, _countof(inputElementDescs) };
        psoDesc.pRootSignature = m_sceneRootSignature.Get();
        psoDesc.VS = { g_SceneVS, sizeof(g_SceneVS) };
        psoDesc.PS = { g_ScenePS, sizeof(g_ScenePS) };
        psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
        psoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
        psoDesc.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC(D3D12_DEFAULT);
        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;
        psoDesc.NodeMask = Settings::SharedNodeMask;

        ThrowIfFailed(m_device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&m_scenePipelineState)));

        // Define the vertex input layout for the post-process fullscreen quad.
        D3D12_INPUT_ELEMENT_DESC postInputElementDescs[] =
        {
            { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
            { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
        };

        // Describe and create the PSO for the post-process pass.
        D3D12_GRAPHICS_PIPELINE_STATE_DESC postPsoDesc = {};
        postPsoDesc.InputLayout = { postInputElementDescs, _countof(postInputElementDescs) };
        postPsoDesc.pRootSignature = m_postRootSignature.Get();
        postPsoDesc.VS = { g_PostVS, sizeof(g_PostVS) };
        postPsoDesc.PS = { g_PostPS, sizeof(g_PostPS) };
        postPsoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
        postPsoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
        postPsoDesc.DepthStencilState.DepthEnable = FALSE;
        postPsoDesc.DepthStencilState.StencilEnable = FALSE;
        postPsoDesc.SampleMask = UINT_MAX;
        postPsoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
        postPsoDesc.NumRenderTargets = 1;
        postPsoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
        postPsoDesc.SampleDesc.Count = 1;
        postPsoDesc.NodeMask = Settings::SharedNodeMask;

        ThrowIfFailed(m_device->CreateGraphicsPipelineState(&postPsoDesc, IID_PPV_ARGS(&m_postPipelineState)));
    }

    // Create and map the constant buffers.
    // Upload heaps live in system memory and can be made visible to all GPU nodes.
    {
        const UINT constantBufferDataSize = Settings::TriangleCount * Settings::SceneConstantBufferFrames * sizeof(SceneConstantBuffer);

        D3D12_HEAP_PROPERTIES uploadHeapProps = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD);
        uploadHeapProps.VisibleNodeMask = Settings::SharedNodeMask;

        ThrowIfFailed(m_device->CreateCommittedResource(
                          &uploadHeapProps,
                          D3D12_HEAP_FLAG_NONE,
                          &CD3DX12_RESOURCE_DESC::Buffer(constantBufferDataSize),
                          D3D12_RESOURCE_STATE_GENERIC_READ,
                          nullptr,
                          IID_PPV_ARGS(&m_sceneConstantBuffer)));

        // Map the constant buffers. We don't unmap this until the app closes.
        // Keeping things mapped for the lifetime of the resource is okay.
        ThrowIfFailed(m_sceneConstantBuffer->Map(0, nullptr, reinterpret_cast<void**>(&m_mappedConstantBuffer)));
        ZeroMemory(m_mappedConstantBuffer, constantBufferDataSize);
    }
}
// Load the sample assets.
void D3D12Fullscreen::LoadAssets()
{
	D3D12_FEATURE_DATA_ROOT_SIGNATURE featureData = {};

	// This is the highest version the sample supports. If CheckFeatureSupport succeeds, the HighestVersion returned will not be greater than this.
	featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_1;

	if (FAILED(m_device->CheckFeatureSupport(D3D12_FEATURE_ROOT_SIGNATURE, &featureData, sizeof(featureData))))
	{
		featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_0;
	}

	// Create a root signature consisting of a descriptor table with a single CBV.
	{
		CD3DX12_DESCRIPTOR_RANGE1 ranges[1];
		CD3DX12_ROOT_PARAMETER1 rootParameters[1];

		ranges[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC);
		rootParameters[0].InitAsDescriptorTable(1, &ranges[0], D3D12_SHADER_VISIBILITY_VERTEX);

		// Allow input layout and deny uneccessary access to certain pipeline stages.
		D3D12_ROOT_SIGNATURE_FLAGS rootSignatureFlags =
			D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
			D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
			D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
			D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS |
			D3D12_ROOT_SIGNATURE_FLAG_DENY_PIXEL_SHADER_ROOT_ACCESS;

		CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDesc;
		rootSignatureDesc.Init_1_1(_countof(rootParameters), rootParameters, 0, nullptr, rootSignatureFlags);

		ComPtr<ID3DBlob> signature;
		ComPtr<ID3DBlob> error;
		ThrowIfFailed(D3DX12SerializeVersionedRootSignature(&rootSignatureDesc, featureData.HighestVersion, &signature, &error));
		ThrowIfFailed(m_device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&m_sceneRootSignature)));
		NAME_D3D12_OBJECT(m_sceneRootSignature);
	}

	// Create a root signature consisting of a descriptor table with a SRV and a sampler.
	{
		CD3DX12_DESCRIPTOR_RANGE1 ranges[1];
		CD3DX12_ROOT_PARAMETER1 rootParameters[1];

		// We don't modify the SRV in the post-processing command list after
		// SetGraphicsRootDescriptorTable is executed on the GPU so we can use the default
		// range behavior: D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC_WHILE_SET_AT_EXECUTE
		ranges[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0);
		rootParameters[0].InitAsDescriptorTable(1, &ranges[0], D3D12_SHADER_VISIBILITY_PIXEL);

		// Allow input layout and pixel shader access and deny uneccessary access to certain pipeline stages.
		D3D12_ROOT_SIGNATURE_FLAGS rootSignatureFlags =
			D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
			D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
			D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
			D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;

		// Create a sampler.
		D3D12_STATIC_SAMPLER_DESC sampler = {};
		sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
		sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
		sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
		sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
		sampler.MipLODBias = 0;
		sampler.MaxAnisotropy = 0;
		sampler.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
		sampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
		sampler.MinLOD = 0.0f;
		sampler.MaxLOD = D3D12_FLOAT32_MAX;
		sampler.ShaderRegister = 0;
		sampler.RegisterSpace = 0;
		sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;

		CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDesc;
		rootSignatureDesc.Init_1_1(_countof(rootParameters), rootParameters, 1, &sampler, rootSignatureFlags);

		ComPtr<ID3DBlob> signature;
		ComPtr<ID3DBlob> error;
		ThrowIfFailed(D3DX12SerializeVersionedRootSignature(&rootSignatureDesc, featureData.HighestVersion, &signature, &error));
		ThrowIfFailed(m_device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&m_postRootSignature)));
		NAME_D3D12_OBJECT(m_postRootSignature);
	}

	// Create the pipeline state, which includes compiling and loading shaders.
	{
		ComPtr<ID3DBlob> sceneVertexShader;
		ComPtr<ID3DBlob> scenePixelShader;
		ComPtr<ID3DBlob> postVertexShader;
		ComPtr<ID3DBlob> postPixelShader;
		ComPtr<ID3DBlob> error;

#if defined(_DEBUG)
		// Enable better shader debugging with the graphics debugging tools.
		UINT compileFlags = D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
#else
		UINT compileFlags = 0;
#endif

		ThrowIfFailed(D3DCompileFromFile(GetAssetFullPath(L"sceneShaders.hlsl").c_str(), nullptr, nullptr, "VSMain", "vs_5_0", compileFlags, 0, &sceneVertexShader, &error));
		ThrowIfFailed(D3DCompileFromFile(GetAssetFullPath(L"sceneShaders.hlsl").c_str(), nullptr, nullptr, "PSMain", "ps_5_0", compileFlags, 0, &scenePixelShader, &error));

		ThrowIfFailed(D3DCompileFromFile(GetAssetFullPath(L"postShaders.hlsl").c_str(), nullptr, nullptr, "VSMain", "vs_5_0", compileFlags, 0, &postVertexShader, &error));
		ThrowIfFailed(D3DCompileFromFile(GetAssetFullPath(L"postShaders.hlsl").c_str(), nullptr, nullptr, "PSMain", "ps_5_0", compileFlags, 0, &postPixelShader, &error));

		// Define the vertex input layouts.
		D3D12_INPUT_ELEMENT_DESC inputElementDescs[] =
		{
			{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
			{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }
		};
		D3D12_INPUT_ELEMENT_DESC scaleInputElementDescs[] =
		{
			{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
			{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }
		};

		// Describe and create the graphics pipeline state objects (PSOs).
		D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
		psoDesc.InputLayout = { inputElementDescs, _countof(inputElementDescs) };
		psoDesc.pRootSignature = m_sceneRootSignature.Get();
		psoDesc.VS = CD3DX12_SHADER_BYTECODE(sceneVertexShader.Get());
		psoDesc.PS = CD3DX12_SHADER_BYTECODE(scenePixelShader.Get());
		psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
		psoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
		psoDesc.DepthStencilState.DepthEnable = FALSE;
		psoDesc.DepthStencilState.StencilEnable = FALSE;
		psoDesc.SampleMask = UINT_MAX;
		psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
		psoDesc.NumRenderTargets = 1;
		psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
		psoDesc.SampleDesc.Count = 1;

		ThrowIfFailed(m_device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&m_scenePipelineState)));
		NAME_D3D12_OBJECT(m_scenePipelineState);

		psoDesc.InputLayout = { scaleInputElementDescs, _countof(scaleInputElementDescs) };
		psoDesc.pRootSignature = m_postRootSignature.Get();
		psoDesc.VS = CD3DX12_SHADER_BYTECODE(postVertexShader.Get());
		psoDesc.PS = CD3DX12_SHADER_BYTECODE(postPixelShader.Get());

		ThrowIfFailed(m_device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&m_postPipelineState)));
		NAME_D3D12_OBJECT(m_postPipelineState);
	}

	// Single-use command allocator and command list for creating resources.
	ComPtr<ID3D12CommandAllocator> commandAllocator;
	ComPtr<ID3D12GraphicsCommandList> commandList;

	ThrowIfFailed(m_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&commandAllocator)));
	ThrowIfFailed(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, commandAllocator.Get(), nullptr, IID_PPV_ARGS(&commandList)));

	// Create the command lists.
	{
		ThrowIfFailed(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_sceneCommandAllocators[m_frameIndex].Get(), m_scenePipelineState.Get(), IID_PPV_ARGS(&m_sceneCommandList)));
		NAME_D3D12_OBJECT(m_sceneCommandList);

		ThrowIfFailed(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_postCommandAllocators[m_frameIndex].Get(), m_postPipelineState.Get(), IID_PPV_ARGS(&m_postCommandList)));
		NAME_D3D12_OBJECT(m_postCommandList);

		// Close the command lists.
		ThrowIfFailed(m_sceneCommandList->Close());
		ThrowIfFailed(m_postCommandList->Close());
	}

	LoadSizeDependentResources();
	LoadSceneResolutionDependentResources();

	// Create/update the vertex buffer.
	ComPtr<ID3D12Resource> sceneVertexBufferUpload;
	{
		// Define the geometry for a thin quad that will animate across the screen.
		const float x = QuadWidth / 2.0f;
		const float y = QuadHeight / 2.0f;
		SceneVertex quadVertices[] =
		{
			{ { -x, -y, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
			{ { -x, y, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
			{ { x, -y, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
			{ { x, y, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } }
		};

		const UINT vertexBufferSize = sizeof(quadVertices);

		ThrowIfFailed(m_device->CreateCommittedResource(
			&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
			D3D12_HEAP_FLAG_NONE,
			&CD3DX12_RESOURCE_DESC::Buffer(vertexBufferSize),
			D3D12_RESOURCE_STATE_COPY_DEST,
			nullptr,
			IID_PPV_ARGS(&m_sceneVertexBuffer)));

		ThrowIfFailed(m_device->CreateCommittedResource(
			&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
			D3D12_HEAP_FLAG_NONE,
			&CD3DX12_RESOURCE_DESC::Buffer(vertexBufferSize),
			D3D12_RESOURCE_STATE_GENERIC_READ,
			nullptr,
			IID_PPV_ARGS(&sceneVertexBufferUpload)));

		NAME_D3D12_OBJECT(m_sceneVertexBuffer);

		// Copy data to the intermediate upload heap and then schedule a copy 
		// from the upload heap to the vertex buffer.
		UINT8* pVertexDataBegin;
		CD3DX12_RANGE readRange(0, 0);		// We do not intend to read from this resource on the CPU.
		ThrowIfFailed(sceneVertexBufferUpload->Map(0, &readRange, reinterpret_cast<void**>(&pVertexDataBegin)));
		memcpy(pVertexDataBegin, quadVertices, sizeof(quadVertices));
		sceneVertexBufferUpload->Unmap(0, nullptr);

		commandList->CopyBufferRegion(m_sceneVertexBuffer.Get(), 0, sceneVertexBufferUpload.Get(), 0, vertexBufferSize);
		commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_sceneVertexBuffer.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER));

		// Initialize the vertex buffer views.
		m_sceneVertexBufferView.BufferLocation = m_sceneVertexBuffer->GetGPUVirtualAddress();
		m_sceneVertexBufferView.StrideInBytes = sizeof(SceneVertex);
		m_sceneVertexBufferView.SizeInBytes = vertexBufferSize;
	}

	// Create/update the fullscreen quad vertex buffer.
	ComPtr<ID3D12Resource> postVertexBufferUpload;
	{
		// Define the geometry for a fullscreen quad.
		PostVertex quadVertices[] =
		{
			{ { -1.0f, -1.0f, 0.0f, 1.0f }, { 0.0f, 0.0f } },	// Bottom left.
			{ { -1.0f, 1.0f, 0.0f, 1.0f }, { 0.0f, 1.0f } },	// Top left.
			{ { 1.0f, -1.0f, 0.0f, 1.0f }, { 1.0f, 0.0f } },	// Bottom right.
			{ { 1.0f, 1.0f, 0.0f, 1.0f }, { 1.0f, 1.0f } }		// Top right.
		};

		const UINT vertexBufferSize = sizeof(quadVertices);

		ThrowIfFailed(m_device->CreateCommittedResource(
			&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
			D3D12_HEAP_FLAG_NONE,
			&CD3DX12_RESOURCE_DESC::Buffer(vertexBufferSize),
			D3D12_RESOURCE_STATE_COPY_DEST,
			nullptr,
			IID_PPV_ARGS(&m_postVertexBuffer)));

		ThrowIfFailed(m_device->CreateCommittedResource(
			&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
			D3D12_HEAP_FLAG_NONE,
			&CD3DX12_RESOURCE_DESC::Buffer(vertexBufferSize),
			D3D12_RESOURCE_STATE_GENERIC_READ,
			nullptr,
			IID_PPV_ARGS(&postVertexBufferUpload)));

		NAME_D3D12_OBJECT(m_postVertexBuffer);

		// Copy data to the intermediate upload heap and then schedule a copy 
		// from the upload heap to the vertex buffer.
		UINT8* pVertexDataBegin;
		CD3DX12_RANGE readRange(0, 0);		// We do not intend to read from this resource on the CPU.
		ThrowIfFailed(postVertexBufferUpload->Map(0, &readRange, reinterpret_cast<void**>(&pVertexDataBegin)));
		memcpy(pVertexDataBegin, quadVertices, sizeof(quadVertices));
		postVertexBufferUpload->Unmap(0, nullptr);

		commandList->CopyBufferRegion(m_postVertexBuffer.Get(), 0, postVertexBufferUpload.Get(), 0, vertexBufferSize);
		commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_postVertexBuffer.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER));

		// Initialize the vertex buffer views.
		m_postVertexBufferView.BufferLocation = m_postVertexBuffer->GetGPUVirtualAddress();
		m_postVertexBufferView.StrideInBytes = sizeof(PostVertex);
		m_postVertexBufferView.SizeInBytes = vertexBufferSize;
	}

	// Create the constant buffer.
	{
		ThrowIfFailed(m_device->CreateCommittedResource(
			&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
			D3D12_HEAP_FLAG_NONE,
			&CD3DX12_RESOURCE_DESC::Buffer(sizeof(SceneConstantBuffer) * FrameCount),
			D3D12_RESOURCE_STATE_GENERIC_READ,
			nullptr,
			IID_PPV_ARGS(&m_sceneConstantBuffer)));

		NAME_D3D12_OBJECT(m_sceneConstantBuffer);

		// Describe and create constant buffer views.
		D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {};
		cbvDesc.BufferLocation = m_sceneConstantBuffer->GetGPUVirtualAddress();
		cbvDesc.SizeInBytes = sizeof(SceneConstantBuffer);

		CD3DX12_CPU_DESCRIPTOR_HANDLE cpuHandle(m_cbvSrvHeap->GetCPUDescriptorHandleForHeapStart(), 1, m_cbvSrvDescriptorSize);

		for (UINT n = 0; n < FrameCount; n++)
		{
			m_device->CreateConstantBufferView(&cbvDesc, cpuHandle);

			cbvDesc.BufferLocation += sizeof(SceneConstantBuffer);
			cpuHandle.Offset(m_cbvSrvDescriptorSize);
		}

		// Map and initialize the constant buffer. We don't unmap this until the
		// app closes. Keeping things mapped for the lifetime of the resource is okay.
		CD3DX12_RANGE readRange(0, 0);		// We do not intend to read from this resource on the CPU.
		ThrowIfFailed(m_sceneConstantBuffer->Map(0, &readRange, reinterpret_cast<void**>(&m_pCbvDataBegin)));
		memcpy(m_pCbvDataBegin, &m_sceneConstantBufferData, sizeof(m_sceneConstantBufferData));
	}

	// Close the resource creation command list and execute it to begin the vertex buffer copy into
	// the default heap.
	ThrowIfFailed(commandList->Close());
	ID3D12CommandList* ppCommandLists[] = { commandList.Get() };
	m_commandQueue->ExecuteCommandLists(_countof(ppCommandLists), ppCommandLists);

	// Create synchronization objects and wait until assets have been uploaded to the GPU.
	{
		ThrowIfFailed(m_device->CreateFence(m_fenceValues[m_frameIndex], D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&m_fence)));
		m_fenceValues[m_frameIndex]++;

		// Create an event handle to use for frame synchronization.
		m_fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
		if (m_fenceEvent == nullptr)
		{
			ThrowIfFailed(HRESULT_FROM_WIN32(GetLastError()));
		}

		// Wait for the command list to execute before continuing.
		WaitForGpu();
	}
}
// Load the sample assets.
void D3D12DynamicIndexing::LoadAssets()
{
    // Note: ComPtr's are CPU objects but these resources need to stay in scope until
    // the command list that references them has finished executing on the GPU.
    // We will flush the GPU at the end of this method to ensure the resources are not
    // prematurely destroyed.
    ComPtr<ID3D12Resource> vertexBufferUploadHeap;
    ComPtr<ID3D12Resource> indexBufferUploadHeap;
    ComPtr<ID3D12Resource> textureUploadHeap;
    ComPtr<ID3D12Resource> materialsUploadHeap;

    // Create the root signature.
    {
        D3D12_FEATURE_DATA_ROOT_SIGNATURE featureData = {};

        // This is the highest version the sample supports. If CheckFeatureSupport succeeds, the HighestVersion returned will not be greater than this.
        featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_1;

        if (FAILED(m_device->CheckFeatureSupport(D3D12_FEATURE_ROOT_SIGNATURE, &featureData, sizeof(featureData))))
        {
            featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_0;
        }

        CD3DX12_DESCRIPTOR_RANGE1 ranges[3];
        ranges[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1 + CityMaterialCount, 0, 0, D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC);    // Diffuse texture + array of materials.
        ranges[1].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 1, 0);
        ranges[2].Init(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC);

        CD3DX12_ROOT_PARAMETER1 rootParameters[4];
        rootParameters[0].InitAsDescriptorTable(1, &ranges[0], D3D12_SHADER_VISIBILITY_PIXEL);
        rootParameters[1].InitAsDescriptorTable(1, &ranges[1], D3D12_SHADER_VISIBILITY_PIXEL);
        rootParameters[2].InitAsDescriptorTable(1, &ranges[2], D3D12_SHADER_VISIBILITY_VERTEX);
        rootParameters[3].InitAsConstants(1, 0, 0, D3D12_SHADER_VISIBILITY_PIXEL);

        CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDesc;
        rootSignatureDesc.Init_1_1(_countof(rootParameters), rootParameters, 0, nullptr, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);

        ComPtr<ID3DBlob> signature;
        ComPtr<ID3DBlob> error;
        ThrowIfFailed(D3DX12SerializeVersionedRootSignature(&rootSignatureDesc, featureData.HighestVersion, &signature, &error));
        ThrowIfFailed(m_device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&m_rootSignature)));
        NAME_D3D12_OBJECT(m_rootSignature);
    }

    // Create the pipeline state, which includes loading shaders.
    {
        UINT8* pVertexShaderData;
        UINT8* pPixelShaderData;
        UINT vertexShaderDataLength;
        UINT pixelShaderDataLength;

        ThrowIfFailed(ReadDataFromFile(GetAssetFullPath(L"shader_mesh_simple_vert.cso").c_str(), &pVertexShaderData, &vertexShaderDataLength));
        ThrowIfFailed(ReadDataFromFile(GetAssetFullPath(L"shader_mesh_dynamic_indexing_pixel.cso").c_str(), &pPixelShaderData, &pixelShaderDataLength));

        CD3DX12_RASTERIZER_DESC rasterizerStateDesc(D3D12_DEFAULT);
        rasterizerStateDesc.CullMode = D3D12_CULL_MODE_NONE;

        // Describe and create the graphics pipeline state object (PSO).
        D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
        psoDesc.InputLayout = { SampleAssets::StandardVertexDescription, SampleAssets::StandardVertexDescriptionNumElements };
        psoDesc.pRootSignature = m_rootSignature.Get();
        psoDesc.VS = CD3DX12_SHADER_BYTECODE(pVertexShaderData, vertexShaderDataLength);
        psoDesc.PS = CD3DX12_SHADER_BYTECODE(pPixelShaderData, pixelShaderDataLength);
        psoDesc.RasterizerState = rasterizerStateDesc;
        psoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
        psoDesc.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC(D3D12_DEFAULT);
        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)));
        NAME_D3D12_OBJECT(m_pipelineState);

        delete pVertexShaderData;
        delete pPixelShaderData;
    }

    ThrowIfFailed(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_commandAllocator.Get(), nullptr, IID_PPV_ARGS(&m_commandList)));
    NAME_D3D12_OBJECT(m_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);

        NAME_D3D12_OBJECT_INDEXED(m_renderTargets, i);
    }

    // Read in mesh data for vertex/index buffers.
    UINT8* pMeshData;
    UINT meshDataLength;
    ThrowIfFailed(ReadDataFromFile(GetAssetFullPath(SampleAssets::DataFileName).c_str(), &pMeshData, &meshDataLength));

    // Create the vertex buffer.
    {
        ThrowIfFailed(m_device->CreateCommittedResource(
            &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
            D3D12_HEAP_FLAG_NONE,
            &CD3DX12_RESOURCE_DESC::Buffer(SampleAssets::VertexDataSize),
            D3D12_RESOURCE_STATE_COPY_DEST,
            nullptr,
            IID_PPV_ARGS(&m_vertexBuffer)));

        ThrowIfFailed(m_device->CreateCommittedResource(
            &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
            D3D12_HEAP_FLAG_NONE,
            &CD3DX12_RESOURCE_DESC::Buffer(SampleAssets::VertexDataSize),
            D3D12_RESOURCE_STATE_GENERIC_READ,
            nullptr,
            IID_PPV_ARGS(&vertexBufferUploadHeap)));

        NAME_D3D12_OBJECT(m_vertexBuffer);

        // Copy data to the intermediate upload heap and then schedule a copy 
        // from the upload heap to the vertex buffer.
        D3D12_SUBRESOURCE_DATA vertexData = {};
        vertexData.pData = pMeshData + SampleAssets::VertexDataOffset;
        vertexData.RowPitch = SampleAssets::VertexDataSize;
        vertexData.SlicePitch = vertexData.RowPitch;

        UpdateSubresources<1>(m_commandList.Get(), m_vertexBuffer.Get(), vertexBufferUploadHeap.Get(), 0, 0, 1, &vertexData);
        m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_vertexBuffer.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER));

        // Initialize the vertex buffer view.
        m_vertexBufferView.BufferLocation = m_vertexBuffer->GetGPUVirtualAddress();
        m_vertexBufferView.StrideInBytes = SampleAssets::StandardVertexStride;
        m_vertexBufferView.SizeInBytes = SampleAssets::VertexDataSize;
    }

    // Create the index buffer.
    {
        ThrowIfFailed(m_device->CreateCommittedResource(
            &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
            D3D12_HEAP_FLAG_NONE,
            &CD3DX12_RESOURCE_DESC::Buffer(SampleAssets::IndexDataSize),
            D3D12_RESOURCE_STATE_COPY_DEST,
            nullptr,
            IID_PPV_ARGS(&m_indexBuffer)));

        ThrowIfFailed(m_device->CreateCommittedResource(
            &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
            D3D12_HEAP_FLAG_NONE,
            &CD3DX12_RESOURCE_DESC::Buffer(SampleAssets::IndexDataSize),
            D3D12_RESOURCE_STATE_GENERIC_READ,
            nullptr,
            IID_PPV_ARGS(&indexBufferUploadHeap)));

        NAME_D3D12_OBJECT(m_indexBuffer);

        // Copy data to the intermediate upload heap and then schedule a copy 
        // from the upload heap to the index buffer.
        D3D12_SUBRESOURCE_DATA indexData = {};
        indexData.pData = pMeshData + SampleAssets::IndexDataOffset;
        indexData.RowPitch = SampleAssets::IndexDataSize;
        indexData.SlicePitch = indexData.RowPitch;

        UpdateSubresources<1>(m_commandList.Get(), m_indexBuffer.Get(), indexBufferUploadHeap.Get(), 0, 0, 1, &indexData);
        m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_indexBuffer.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_INDEX_BUFFER));

        // Describe the index buffer view.
        m_indexBufferView.BufferLocation = m_indexBuffer->GetGPUVirtualAddress();
        m_indexBufferView.Format = SampleAssets::StandardIndexFormat;
        m_indexBufferView.SizeInBytes = SampleAssets::IndexDataSize;

        m_numIndices = SampleAssets::IndexDataSize / 4;    // R32_UINT (SampleAssets::StandardIndexFormat) = 4 bytes each.
    }

    // Create the textures and sampler.
    {
        // Procedurally generate an array of textures to use as city materials.
        {
            // All of these materials use the same texture desc.
            D3D12_RESOURCE_DESC textureDesc = {};
            textureDesc.MipLevels = 1;
            textureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
            textureDesc.Width = CityMaterialTextureWidth;
            textureDesc.Height = CityMaterialTextureHeight;
            textureDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
            textureDesc.DepthOrArraySize = 1;
            textureDesc.SampleDesc.Count = 1;
            textureDesc.SampleDesc.Quality = 0;
            textureDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;

            // The textures evenly span the color rainbow so that each city gets
            // a different material.
            float materialGradStep = (1.0f / static_cast<float>(CityMaterialCount));

            // Generate texture data.
            std::vector<std::vector<unsigned char>> cityTextureData;
            cityTextureData.resize(CityMaterialCount);
            for (UINT i = 0; i < CityMaterialCount; ++i)
            {
                ThrowIfFailed(m_device->CreateCommittedResource(
                    &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
                    D3D12_HEAP_FLAG_NONE,
                    &textureDesc,
                    D3D12_RESOURCE_STATE_COPY_DEST,
                    nullptr,
                    IID_PPV_ARGS(&m_cityMaterialTextures[i])));

                NAME_D3D12_OBJECT_INDEXED(m_cityMaterialTextures, i);

                // Fill the texture.
                float t = i * materialGradStep;
                cityTextureData[i].resize(CityMaterialTextureWidth * CityMaterialTextureHeight * CityMaterialTextureChannelCount);
                for (int x = 0; x < CityMaterialTextureWidth; ++x)
                {
                    for (int y = 0; y < CityMaterialTextureHeight; ++y)
                    {
                        // Compute the appropriate index into the buffer based on the x/y coordinates.
                        int pixelIndex = (y * CityMaterialTextureChannelCount * CityMaterialTextureWidth) + (x * CityMaterialTextureChannelCount);

                        // Determine this row's position along the rainbow gradient.
                        float tPrime = t + ((static_cast<float>(y) / static_cast<float>(CityMaterialTextureHeight)) * materialGradStep);

                        // Compute the RGB value for this position along the rainbow
                        // and pack the pixel value.
                        XMVECTOR hsl = XMVectorSet(tPrime, 0.5f, 0.5f, 1.0f);
                        XMVECTOR rgb = XMColorHSLToRGB(hsl);
                        cityTextureData[i][pixelIndex + 0] = static_cast<unsigned char>((255 * XMVectorGetX(rgb)));
                        cityTextureData[i][pixelIndex + 1] = static_cast<unsigned char>((255 * XMVectorGetY(rgb)));
                        cityTextureData[i][pixelIndex + 2] = static_cast<unsigned char>((255 * XMVectorGetZ(rgb)));
                        cityTextureData[i][pixelIndex + 3] = 255;
                    }
                }
            }

            // Upload texture data to the default heap resources.
            {
                const UINT subresourceCount = textureDesc.DepthOrArraySize * textureDesc.MipLevels;
                const UINT64 uploadBufferStep = GetRequiredIntermediateSize(m_cityMaterialTextures[0].Get(), 0, subresourceCount); // All of our textures are the same size in this case.
                const UINT64 uploadBufferSize = uploadBufferStep * CityMaterialCount;
                ThrowIfFailed(m_device->CreateCommittedResource(
                    &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
                    D3D12_HEAP_FLAG_NONE,
                    &CD3DX12_RESOURCE_DESC::Buffer(uploadBufferSize),
                    D3D12_RESOURCE_STATE_GENERIC_READ,
                    nullptr,
                    IID_PPV_ARGS(&materialsUploadHeap)));

                for (int i = 0; i < CityMaterialCount; ++i)
                {
                    // Copy data to the intermediate upload heap and then schedule 
                    // a copy from the upload heap to the appropriate texture.
                    D3D12_SUBRESOURCE_DATA textureData = {};
                    textureData.pData = &cityTextureData[i][0];
                    textureData.RowPitch = static_cast<LONG_PTR>((CityMaterialTextureChannelCount * textureDesc.Width));
                    textureData.SlicePitch = textureData.RowPitch * textureDesc.Height;

                    UpdateSubresources(m_commandList.Get(), m_cityMaterialTextures[i].Get(), materialsUploadHeap.Get(), i * uploadBufferStep, 0, subresourceCount, &textureData);
                    m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_cityMaterialTextures[i].Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE));
                }
            }
        }

        // Load the occcity diffuse texture with baked-in ambient lighting.
        // This texture will be blended with a texture from the materials
        // array in the pixel shader.
        {
            D3D12_RESOURCE_DESC textureDesc = {};
            textureDesc.MipLevels = SampleAssets::Textures[0].MipLevels;
            textureDesc.Format = SampleAssets::Textures[0].Format;
            textureDesc.Width = SampleAssets::Textures[0].Width;
            textureDesc.Height = SampleAssets::Textures[0].Height;
            textureDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
            textureDesc.DepthOrArraySize = 1;
            textureDesc.SampleDesc.Count = 1;
            textureDesc.SampleDesc.Quality = 0;
            textureDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;

            ThrowIfFailed(m_device->CreateCommittedResource(
                &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
                D3D12_HEAP_FLAG_NONE,
                &textureDesc,
                D3D12_RESOURCE_STATE_COPY_DEST,
                nullptr,
                IID_PPV_ARGS(&m_cityDiffuseTexture)));

            const UINT subresourceCount = textureDesc.DepthOrArraySize * textureDesc.MipLevels;
            const UINT64 uploadBufferSize = GetRequiredIntermediateSize(m_cityDiffuseTexture.Get(), 0, subresourceCount);
            ThrowIfFailed(m_device->CreateCommittedResource(
                &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
                D3D12_HEAP_FLAG_NONE,
                &CD3DX12_RESOURCE_DESC::Buffer(uploadBufferSize),
                D3D12_RESOURCE_STATE_GENERIC_READ,
                nullptr,
                IID_PPV_ARGS(&textureUploadHeap)));

            NAME_D3D12_OBJECT(m_cityDiffuseTexture);

            // Copy data to the intermediate upload heap and then schedule 
            // a copy from the upload heap to the diffuse texture.
            D3D12_SUBRESOURCE_DATA textureData = {};
            textureData.pData = pMeshData + SampleAssets::Textures[0].Data[0].Offset;
            textureData.RowPitch = SampleAssets::Textures[0].Data[0].Pitch;
            textureData.SlicePitch = SampleAssets::Textures[0].Data[0].Size;

            UpdateSubresources(m_commandList.Get(), m_cityDiffuseTexture.Get(), textureUploadHeap.Get(), 0, 0, subresourceCount, &textureData);
            m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_cityDiffuseTexture.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE));
        }

        // Describe and create a sampler.
        D3D12_SAMPLER_DESC samplerDesc = {};
        samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
        samplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
        samplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
        samplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
        samplerDesc.MinLOD = 0;
        samplerDesc.MaxLOD = D3D12_FLOAT32_MAX;
        samplerDesc.MipLODBias = 0.0f;
        samplerDesc.MaxAnisotropy = 1;
        samplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
        m_device->CreateSampler(&samplerDesc, m_samplerHeap->GetCPUDescriptorHandleForHeapStart());

        // Create SRV for the city's diffuse texture.
        CD3DX12_CPU_DESCRIPTOR_HANDLE srvHandle(m_cbvSrvHeap->GetCPUDescriptorHandleForHeapStart(), 0, m_cbvSrvDescriptorSize);
        D3D12_SHADER_RESOURCE_VIEW_DESC diffuseSrvDesc = {};
        diffuseSrvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
        diffuseSrvDesc.Format = SampleAssets::Textures->Format;
        diffuseSrvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
        diffuseSrvDesc.Texture2D.MipLevels = 1;
        m_device->CreateShaderResourceView(m_cityDiffuseTexture.Get(), &diffuseSrvDesc, srvHandle);
        srvHandle.Offset(m_cbvSrvDescriptorSize);

        // Create SRVs for each city material.
        for (int i = 0; i < CityMaterialCount; ++i)
        {
            D3D12_SHADER_RESOURCE_VIEW_DESC materialSrvDesc = {};
            materialSrvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
            materialSrvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
            materialSrvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
            materialSrvDesc.Texture2D.MipLevels = 1;
            m_device->CreateShaderResourceView(m_cityMaterialTextures[i].Get(), &materialSrvDesc, srvHandle);

            srvHandle.Offset(m_cbvSrvDescriptorSize);
        }
    }

    delete pMeshData;

    // Create the depth stencil view.
    {
        D3D12_DEPTH_STENCIL_VIEW_DESC depthStencilDesc = {};
        depthStencilDesc.Format = DXGI_FORMAT_D32_FLOAT;
        depthStencilDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
        depthStencilDesc.Flags = D3D12_DSV_FLAG_NONE;

        D3D12_CLEAR_VALUE depthOptimizedClearValue = {};
        depthOptimizedClearValue.Format = DXGI_FORMAT_D32_FLOAT;
        depthOptimizedClearValue.DepthStencil.Depth = 1.0f;
        depthOptimizedClearValue.DepthStencil.Stencil = 0;

        ThrowIfFailed(m_device->CreateCommittedResource(
            &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
            D3D12_HEAP_FLAG_NONE,
            &CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_D32_FLOAT, m_width, m_height, 1, 0, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL),
            D3D12_RESOURCE_STATE_DEPTH_WRITE,
            &depthOptimizedClearValue,
            IID_PPV_ARGS(&m_depthStencil)
            ));

        NAME_D3D12_OBJECT(m_depthStencil);

        m_device->CreateDepthStencilView(m_depthStencil.Get(), &depthStencilDesc, m_dsvHeap->GetCPUDescriptorHandleForHeapStart());
    }

    // Close the command list and execute it to begin the initial GPU setup.
    ThrowIfFailed(m_commandList->Close());
    ID3D12CommandList* ppCommandLists[] = { m_commandList.Get() };
    m_commandQueue->ExecuteCommandLists(_countof(ppCommandLists), ppCommandLists);

    // Create synchronization objects and wait until assets have been uploaded to the GPU.
    {
        ThrowIfFailed(m_device->CreateFence(m_fenceValue, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&m_fence)));
        m_fenceValue++;

        // Create an event handle to use for frame synchronization.
        m_fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
        if (m_fenceEvent == nullptr)
        {
            ThrowIfFailed(HRESULT_FROM_WIN32(GetLastError()));
        }

        // Wait for the command list to execute; we are reusing the same command 
        // list in our main loop but for now, we just want to wait for setup to 
        // complete before continuing.

        // Signal and increment the fence value.
        const UINT64 fenceToWaitFor = m_fenceValue;
        ThrowIfFailed(m_commandQueue->Signal(m_fence.Get(), fenceToWaitFor));
        m_fenceValue++;

        // Wait until the fence is completed.
        ThrowIfFailed(m_fence->SetEventOnCompletion(fenceToWaitFor, m_fenceEvent));
        WaitForSingleObject(m_fenceEvent, INFINITE);
    }

    CreateFrameResources();
}
// Load the sample assets.
void D3D12Multithreading::LoadAssets()
{
	// Create the root signature.
	{
		D3D12_FEATURE_DATA_ROOT_SIGNATURE featureData = {};

		// This is the highest version the sample supports. If CheckFeatureSupport succeeds, the HighestVersion returned will not be greater than this.
		featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_1;

		if (FAILED(m_device->CheckFeatureSupport(D3D12_FEATURE_ROOT_SIGNATURE, &featureData, sizeof(featureData))))
		{
			featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_0;
		}

		CD3DX12_DESCRIPTOR_RANGE1 ranges[4]; // Perfomance TIP: Order from most frequent to least frequent.
		ranges[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 2, 1, 0, D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC);	// 2 frequently changed diffuse + normal textures - using registers t1 and t2.
		ranges[1].Init(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC);	// 1 frequently changed constant buffer.
		ranges[2].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC_WHILE_SET_AT_EXECUTE);// 1 infrequently changed shadow texture - starting in register t0.
		ranges[3].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 2, 0);											// 2 static samplers.

		CD3DX12_ROOT_PARAMETER1 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_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDesc;
		rootSignatureDesc.Init_1_1(_countof(rootParameters), rootParameters, 0, nullptr, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);

		ComPtr<ID3DBlob> signature;
		ComPtr<ID3DBlob> error;
		ThrowIfFailed(D3DX12SerializeVersionedRootSignature(&rootSignatureDesc, featureData.HighestVersion, &signature, &error));
		ThrowIfFailed(m_device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&m_rootSignature)));
		NAME_D3D12_OBJECT(m_rootSignature);
	}

	// Create the pipeline state, which includes loading shaders.
	{
		ComPtr<ID3DBlob> vertexShader;
		ComPtr<ID3DBlob> pixelShader;

#if defined(_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 = CD3DX12_SHADER_BYTECODE(vertexShader.Get());
		psoDesc.PS = CD3DX12_SHADER_BYTECODE(pixelShader.Get());
		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)));
		NAME_D3D12_OBJECT(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 = CD3DX12_SHADER_BYTECODE(0, 0);
		psoDesc.RTVFormats[0] = DXGI_FORMAT_UNKNOWN;
		psoDesc.NumRenderTargets = 0;

		ThrowIfFailed(m_device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&m_pipelineStateShadowMap)));
		NAME_D3D12_OBJECT(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);

		NAME_D3D12_OBJECT_INDEXED(m_renderTargets, i);
	}

	// 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), 
			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;

		ThrowIfFailed(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_depthStencil)));

		NAME_D3D12_OBJECT(m_depthStencil);

		// Create the depth stencil view.
		m_device->CreateDepthStencilView(m_depthStencil.Get(), nullptr, m_dsvHeap->GetCPUDescriptorHandleForHeapStart());
	}

	// Load scene assets.
	UINT fileSize = 0;
	UINT8* pAssetData;
	ThrowIfFailed(ReadDataFromFile(GetAssetFullPath(SampleAssets::DataFileName).c_str(), &pAssetData, &fileSize));

	// Create the vertex buffer.
	{
		ThrowIfFailed(m_device->CreateCommittedResource(
			&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
			D3D12_HEAP_FLAG_NONE,
			&CD3DX12_RESOURCE_DESC::Buffer(SampleAssets::VertexDataSize),
			D3D12_RESOURCE_STATE_COPY_DEST,
			nullptr,
			IID_PPV_ARGS(&m_vertexBuffer)));

		NAME_D3D12_OBJECT(m_vertexBuffer);

		{
			ThrowIfFailed(m_device->CreateCommittedResource(
				&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
				D3D12_HEAP_FLAG_NONE,
				&CD3DX12_RESOURCE_DESC::Buffer(SampleAssets::VertexDataSize),
				D3D12_RESOURCE_STATE_GENERIC_READ,
				nullptr,
				IID_PPV_ARGS(&m_vertexBufferUpload)));

			// Copy data to the upload heap and then schedule a copy 
			// from the upload heap to the vertex buffer.
			D3D12_SUBRESOURCE_DATA vertexData = {};
			vertexData.pData = pAssetData + SampleAssets::VertexDataOffset;
			vertexData.RowPitch = SampleAssets::VertexDataSize;
			vertexData.SlicePitch = vertexData.RowPitch;

			PIXBeginEvent(commandList.Get(), 0, L"Copy vertex buffer data to default resource...");

			UpdateSubresources<1>(commandList.Get(), m_vertexBuffer.Get(), m_vertexBufferUpload.Get(), 0, 0, 1, &vertexData);
			commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_vertexBuffer.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER));

			PIXEndEvent(commandList.Get());
		}

		// Initialize the vertex buffer view.
		m_vertexBufferView.BufferLocation = m_vertexBuffer->GetGPUVirtualAddress();
		m_vertexBufferView.SizeInBytes = SampleAssets::VertexDataSize;
		m_vertexBufferView.StrideInBytes = SampleAssets::StandardVertexStride;
	}

	// Create the index buffer.
	{
		ThrowIfFailed(m_device->CreateCommittedResource(
			&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
			D3D12_HEAP_FLAG_NONE,
			&CD3DX12_RESOURCE_DESC::Buffer(SampleAssets::IndexDataSize),
			D3D12_RESOURCE_STATE_COPY_DEST,
			nullptr,
			IID_PPV_ARGS(&m_indexBuffer)));

		NAME_D3D12_OBJECT(m_indexBuffer);

		{
			ThrowIfFailed(m_device->CreateCommittedResource(
				&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
				D3D12_HEAP_FLAG_NONE,
				&CD3DX12_RESOURCE_DESC::Buffer(SampleAssets::IndexDataSize),
				D3D12_RESOURCE_STATE_GENERIC_READ,
				nullptr,
				IID_PPV_ARGS(&m_indexBufferUpload)));

			// Copy data to the upload heap and then schedule a copy 
			// from the upload heap to the index buffer.
			D3D12_SUBRESOURCE_DATA indexData = {};
			indexData.pData = pAssetData + SampleAssets::IndexDataOffset;
			indexData.RowPitch = SampleAssets::IndexDataSize;
			indexData.SlicePitch = indexData.RowPitch;

			PIXBeginEvent(commandList.Get(), 0, L"Copy index buffer data to default resource...");

			UpdateSubresources<1>(commandList.Get(), m_indexBuffer.Get(), m_indexBufferUpload.Get(), 0, 0, 1, &indexData);
			commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_indexBuffer.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_INDEX_BUFFER));

			PIXEndEvent(commandList.Get());
		}

		// Initialize the index buffer view.
		m_indexBufferView.BufferLocation = m_indexBuffer->GetGPUVirtualAddress();
		m_indexBufferView.SizeInBytes = SampleAssets::IndexDataSize;
		m_indexBufferView.Format = SampleAssets::StandardIndexFormat;
	}

	// Create shader resources.
	{
		// Get the CBV SRV descriptor size for the current device.
		const UINT cbvSrvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);

		// Get a handle to the start of the descriptor heap.
		CD3DX12_CPU_DESCRIPTOR_HANDLE cbvSrvHandle(m_cbvSrvHeap->GetCPUDescriptorHandleForHeapStart());

		{
			// Describe and create 2 null SRVs. Null descriptors are needed in order 
			// to achieve the effect of an "unbound" resource.
			D3D12_SHADER_RESOURCE_VIEW_DESC nullSrvDesc = {};
			nullSrvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
			nullSrvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
			nullSrvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
			nullSrvDesc.Texture2D.MipLevels = 1;
			nullSrvDesc.Texture2D.MostDetailedMip = 0;
			nullSrvDesc.Texture2D.ResourceMinLODClamp = 0.0f;

			m_device->CreateShaderResourceView(nullptr, &nullSrvDesc, cbvSrvHandle);
			cbvSrvHandle.Offset(cbvSrvDescriptorSize);

			m_device->CreateShaderResourceView(nullptr, &nullSrvDesc, cbvSrvHandle);
			cbvSrvHandle.Offset(cbvSrvDescriptorSize);
		}

		// Create each texture and SRV descriptor.
		const UINT srvCount = _countof(SampleAssets::Textures);
		PIXBeginEvent(commandList.Get(), 0, L"Copy diffuse and normal texture data to default resources...");
		for (UINT i = 0; i < srvCount; i++)
		{
			// Describe and create a Texture2D.
			const SampleAssets::TextureResource &tex = SampleAssets::Textures[i];
			CD3DX12_RESOURCE_DESC texDesc(
				D3D12_RESOURCE_DIMENSION_TEXTURE2D,
				0,
				tex.Width, 
				tex.Height, 
				1,
				static_cast<UINT16>(tex.MipLevels),
				tex.Format,
				1, 
				0,
				D3D12_TEXTURE_LAYOUT_UNKNOWN,
				D3D12_RESOURCE_FLAG_NONE);

			ThrowIfFailed(m_device->CreateCommittedResource(
				&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
				D3D12_HEAP_FLAG_NONE,
				&texDesc,
				D3D12_RESOURCE_STATE_COPY_DEST,
				nullptr,
				IID_PPV_ARGS(&m_textures[i])));

			NAME_D3D12_OBJECT_INDEXED(m_textures, i);

			{
				const UINT subresourceCount = texDesc.DepthOrArraySize * texDesc.MipLevels;
				UINT64 uploadBufferSize = GetRequiredIntermediateSize(m_textures[i].Get(), 0, subresourceCount);
				ThrowIfFailed(m_device->CreateCommittedResource(
					&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
					D3D12_HEAP_FLAG_NONE,
					&CD3DX12_RESOURCE_DESC::Buffer(uploadBufferSize),
					D3D12_RESOURCE_STATE_GENERIC_READ,
					nullptr,
					IID_PPV_ARGS(&m_textureUploads[i])));

				// Copy data to the intermediate upload heap and then schedule a copy
				// from the upload heap to the Texture2D.
				D3D12_SUBRESOURCE_DATA textureData = {};
				textureData.pData = pAssetData + tex.Data->Offset;
				textureData.RowPitch = tex.Data->Pitch;
				textureData.SlicePitch = tex.Data->Size;

				UpdateSubresources(commandList.Get(), m_textures[i].Get(), m_textureUploads[i].Get(), 0, 0, subresourceCount, &textureData);
				commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_textures[i].Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE));
			}

			// Describe and create an SRV.
			D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
			srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
			srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
			srvDesc.Format = tex.Format;
			srvDesc.Texture2D.MipLevels = tex.MipLevels;
			srvDesc.Texture2D.MostDetailedMip = 0;
			srvDesc.Texture2D.ResourceMinLODClamp = 0.0f;
			m_device->CreateShaderResourceView(m_textures[i].Get(), &srvDesc, cbvSrvHandle);

			// Move to the next descriptor slot.
			cbvSrvHandle.Offset(cbvSrvDescriptorSize);
		}
		PIXEndEvent(commandList.Get());
	}

	free(pAssetData);

	// Create the samplers.
	{
		// Get the sampler descriptor size for the current device.
		const UINT samplerDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);

		// Get a handle to the start of the descriptor heap.
		CD3DX12_CPU_DESCRIPTOR_HANDLE samplerHandle(m_samplerHeap->GetCPUDescriptorHandleForHeapStart());

		// Describe and create the wrapping sampler, which is used for 
		// sampling diffuse/normal maps.
		D3D12_SAMPLER_DESC wrapSamplerDesc = {};
		wrapSamplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
		wrapSamplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
		wrapSamplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
		wrapSamplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
		wrapSamplerDesc.MinLOD = 0;
		wrapSamplerDesc.MaxLOD = D3D12_FLOAT32_MAX;
		wrapSamplerDesc.MipLODBias = 0.0f;
		wrapSamplerDesc.MaxAnisotropy = 1;
		wrapSamplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
		wrapSamplerDesc.BorderColor[0] = wrapSamplerDesc.BorderColor[1] = wrapSamplerDesc.BorderColor[2] = wrapSamplerDesc.BorderColor[3] = 0;
		m_device->CreateSampler(&wrapSamplerDesc, samplerHandle);

		// Move the handle to the next slot in the descriptor heap.
		samplerHandle.Offset(samplerDescriptorSize);

		// Describe and create the point clamping sampler, which is 
		// used for the shadow map.
		D3D12_SAMPLER_DESC clampSamplerDesc = {};
		clampSamplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
		clampSamplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
		clampSamplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
		clampSamplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
		clampSamplerDesc.MipLODBias = 0.0f;
		clampSamplerDesc.MaxAnisotropy = 1;
		clampSamplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
		clampSamplerDesc.BorderColor[0] = clampSamplerDesc.BorderColor[1] = clampSamplerDesc.BorderColor[2] = clampSamplerDesc.BorderColor[3] = 0;
		clampSamplerDesc.MinLOD = 0;
		clampSamplerDesc.MaxLOD = D3D12_FLOAT32_MAX;
		m_device->CreateSampler(&clampSamplerDesc, samplerHandle);
	}

	// Create lights.
	for (int i = 0; i < NumLights; i++)
	{
		// Set up each of the light positions and directions (they all start 
		// in the same place).
		m_lights[i].position = { 0.0f, 15.0f, -30.0f, 1.0f };
		m_lights[i].direction = { 0.0, 0.0f, 1.0f, 0.0f };
		m_lights[i].falloff = { 800.0f, 1.0f, 0.0f, 1.0f };
		m_lights[i].color = { 0.7f, 0.7f, 0.7f, 1.0f };

		XMVECTOR eye = XMLoadFloat4(&m_lights[i].position);
		XMVECTOR at = XMVectorAdd(eye, XMLoadFloat4(&m_lights[i].direction));
		XMVECTOR up = { 0, 1, 0 };

		m_lightCameras[i].Set(eye, at, up);
	}

	// Close the command list and use it to execute the initial GPU setup.
	ThrowIfFailed(commandList->Close());
	ID3D12CommandList* ppCommandLists[] = { commandList.Get() };
	m_commandQueue->ExecuteCommandLists(_countof(ppCommandLists), ppCommandLists);

	// Create frame resources.
	for (int i = 0; i < FrameCount; i++)
	{
		m_frameResources[i] = new FrameResource(m_device.Get(), m_pipelineState.Get(), m_pipelineStateShadowMap.Get(), m_dsvHeap.Get(), m_cbvSrvHeap.Get(), &m_viewport, i);
		m_frameResources[i]->WriteConstantBuffers(&m_viewport, &m_camera, m_lightCameras, m_lights);
	}
	m_currentFrameResourceIndex = 0;
	m_pCurrentFrameResource = m_frameResources[m_currentFrameResourceIndex];

	// Create synchronization objects and wait until assets have been uploaded to the GPU.
	{
		ThrowIfFailed(m_device->CreateFence(m_fenceValue, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&m_fence)));
		m_fenceValue++;

		// Create an event handle to use for frame synchronization.
		m_fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
		if (m_fenceEvent == nullptr)
		{
			ThrowIfFailed(HRESULT_FROM_WIN32(GetLastError()));
		}

		// Wait for the command list to execute; we are reusing the same command 
		// list in our main loop but for now, we just want to wait for setup to 
		// complete before continuing.

		// Signal and increment the fence value.
		const UINT64 fenceToWaitFor = m_fenceValue;
		ThrowIfFailed(m_commandQueue->Signal(m_fence.Get(), fenceToWaitFor));
		m_fenceValue++;

		// Wait until the fence is completed.
		ThrowIfFailed(m_fence->SetEventOnCompletion(fenceToWaitFor, m_fenceEvent));
		WaitForSingleObject(m_fenceEvent, INFINITE);
	}
}
// Load the sample assets.
void D3D12HelloTexture::LoadAssets()
{
    // Create the root signature.
    {
        D3D12_FEATURE_DATA_ROOT_SIGNATURE featureData = {};

        // This is the highest version the sample supports. If CheckFeatureSupport succeeds, the HighestVersion returned will not be greater than this.
        featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_1;

        if (FAILED(m_device->CheckFeatureSupport(D3D12_FEATURE_ROOT_SIGNATURE, &featureData, sizeof(featureData))))
        {
            featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_0;
        }

        CD3DX12_DESCRIPTOR_RANGE1 ranges[1];
        ranges[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC);

        CD3DX12_ROOT_PARAMETER1 rootParameters[1];
        rootParameters[0].InitAsDescriptorTable(1, &ranges[0], D3D12_SHADER_VISIBILITY_PIXEL);

        D3D12_STATIC_SAMPLER_DESC sampler = {};
        sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
        sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
        sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
        sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
        sampler.MipLODBias = 0;
        sampler.MaxAnisotropy = 0;
        sampler.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
        sampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
        sampler.MinLOD = 0.0f;
        sampler.MaxLOD = D3D12_FLOAT32_MAX;
        sampler.ShaderRegister = 0;
        sampler.RegisterSpace = 0;
        sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;

        CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDesc;
        rootSignatureDesc.Init_1_1(_countof(rootParameters), rootParameters, 1, &sampler, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);

        ComPtr<ID3DBlob> signature;
        ComPtr<ID3DBlob> error;
        ThrowIfFailed(D3DX12SerializeVersionedRootSignature(&rootSignatureDesc, featureData.HighestVersion, &signature, &error));
        ThrowIfFailed(m_device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&m_rootSignature)));
    }

    // Create the pipeline state, which includes compiling and loading shaders.
    {
        ComPtr<ID3DBlob> vertexShader;
        ComPtr<ID3DBlob> pixelShader;

#if defined(_DEBUG)
        // Enable better shader debugging with the graphics debugging tools.
        UINT compileFlags = D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
#else
        UINT compileFlags = 0;
#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));

        // Define the vertex input layout.
        D3D12_INPUT_ELEMENT_DESC inputElementDescs[] =
        {
            { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
            { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }
        };

        // Describe and create the graphics pipeline state object (PSO).
        D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
        psoDesc.InputLayout = { inputElementDescs, _countof(inputElementDescs) };
        psoDesc.pRootSignature = m_rootSignature.Get();
        psoDesc.VS = CD3DX12_SHADER_BYTECODE(vertexShader.Get());
        psoDesc.PS = CD3DX12_SHADER_BYTECODE(pixelShader.Get());
        psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
        psoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
        psoDesc.DepthStencilState.DepthEnable = FALSE;
        psoDesc.DepthStencilState.StencilEnable = FALSE;
        psoDesc.SampleMask = UINT_MAX;
        psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
        psoDesc.NumRenderTargets = 1;
        psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
        psoDesc.SampleDesc.Count = 1;
        ThrowIfFailed(m_device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&m_pipelineState)));
    }

    // Create the command list.
    ThrowIfFailed(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_commandAllocator.Get(), m_pipelineState.Get(), IID_PPV_ARGS(&m_commandList)));

    // Create the vertex buffer.
    {
        // Define the geometry for a triangle.
        Vertex triangleVertices[] =
        {
            { { 0.0f, 0.25f * m_aspectRatio, 0.0f }, { 0.5f, 0.0f } },
            { { 0.25f, -0.25f * m_aspectRatio, 0.0f }, { 1.0f, 1.0f } },
            { { -0.25f, -0.25f * m_aspectRatio, 0.0f }, { 0.0f, 1.0f } }
        };

        const UINT vertexBufferSize = sizeof(triangleVertices);

        // Note: using upload heaps to transfer static data like vert buffers is not 
        // recommended. Every time the GPU needs it, the upload heap will be marshalled 
        // over. Please read up on Default Heap usage. An upload heap is used here for 
        // code simplicity and because there are very few verts to actually transfer.
        ThrowIfFailed(m_device->CreateCommittedResource(
            &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
            D3D12_HEAP_FLAG_NONE,
            &CD3DX12_RESOURCE_DESC::Buffer(vertexBufferSize),
            D3D12_RESOURCE_STATE_GENERIC_READ,
            nullptr,
            IID_PPV_ARGS(&m_vertexBuffer)));

        // Copy the triangle data to the vertex buffer.
        UINT8* pVertexDataBegin;
        CD3DX12_RANGE readRange(0, 0);        // We do not intend to read from this resource on the CPU.
        ThrowIfFailed(m_vertexBuffer->Map(0, &readRange, reinterpret_cast<void**>(&pVertexDataBegin)));
        memcpy(pVertexDataBegin, triangleVertices, sizeof(triangleVertices));
        m_vertexBuffer->Unmap(0, nullptr);

        // Initialize the vertex buffer view.
        m_vertexBufferView.BufferLocation = m_vertexBuffer->GetGPUVirtualAddress();
        m_vertexBufferView.StrideInBytes = sizeof(Vertex);
        m_vertexBufferView.SizeInBytes = vertexBufferSize;
    }

    // Note: ComPtr's are CPU objects but this resource needs to stay in scope until
    // the command list that references it has finished executing on the GPU.
    // We will flush the GPU at the end of this method to ensure the resource is not
    // prematurely destroyed.
    ComPtr<ID3D12Resource> textureUploadHeap;

    // Create the texture.
    {
        // Describe and create a Texture2D.
        D3D12_RESOURCE_DESC textureDesc = {};
        textureDesc.MipLevels = 1;
        textureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
        textureDesc.Width = TextureWidth;
        textureDesc.Height = TextureHeight;
        textureDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
        textureDesc.DepthOrArraySize = 1;
        textureDesc.SampleDesc.Count = 1;
        textureDesc.SampleDesc.Quality = 0;
        textureDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;

        ThrowIfFailed(m_device->CreateCommittedResource(
            &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
            D3D12_HEAP_FLAG_NONE,
            &textureDesc,
            D3D12_RESOURCE_STATE_COPY_DEST,
            nullptr,
            IID_PPV_ARGS(&m_texture)));

        const UINT64 uploadBufferSize = GetRequiredIntermediateSize(m_texture.Get(), 0, 1);

        // Create the GPU upload buffer.
        ThrowIfFailed(m_device->CreateCommittedResource(
            &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
            D3D12_HEAP_FLAG_NONE,
            &CD3DX12_RESOURCE_DESC::Buffer(uploadBufferSize),
            D3D12_RESOURCE_STATE_GENERIC_READ,
            nullptr,
            IID_PPV_ARGS(&textureUploadHeap)));

        // Copy data to the intermediate upload heap and then schedule a copy 
        // from the upload heap to the Texture2D.
        std::vector<UINT8> texture = GenerateTextureData();

        D3D12_SUBRESOURCE_DATA textureData = {};
        textureData.pData = &texture[0];
        textureData.RowPitch = TextureWidth * TexturePixelSize;
        textureData.SlicePitch = textureData.RowPitch * TextureHeight;

        UpdateSubresources(m_commandList.Get(), m_texture.Get(), textureUploadHeap.Get(), 0, 0, 1, &textureData);
        m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_texture.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE));

        // Describe and create a SRV for the texture.
        D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
        srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
        srvDesc.Format = textureDesc.Format;
        srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
        srvDesc.Texture2D.MipLevels = 1;
        m_device->CreateShaderResourceView(m_texture.Get(), &srvDesc, m_srvHeap->GetCPUDescriptorHandleForHeapStart());
    }
    
    // Close the command list and execute it to begin the initial GPU setup.
    ThrowIfFailed(m_commandList->Close());
    ID3D12CommandList* ppCommandLists[] = { m_commandList.Get() };
    m_commandQueue->ExecuteCommandLists(_countof(ppCommandLists), ppCommandLists);

    // Create synchronization objects and wait until assets have been uploaded to the GPU.
    {
        ThrowIfFailed(m_device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&m_fence)));
        m_fenceValue = 1;

        // Create an event handle to use for frame synchronization.
        m_fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
        if (m_fenceEvent == nullptr)
        {
            ThrowIfFailed(HRESULT_FROM_WIN32(GetLastError()));
        }

        // Wait for the command list to execute; we are reusing the same command 
        // list in our main loop but for now, we just want to wait for setup to 
        // complete before continuing.
        WaitForPreviousFrame();
    }
}
// Load the sample assets.
void D3D12HelloConstBuffers::LoadAssets()
{
	// Create a root signature consisting of a descriptor table with a single CBV.
	{
		D3D12_FEATURE_DATA_ROOT_SIGNATURE featureData = {};

		// This is the highest version the sample supports. If CheckFeatureSupport succeeds, the HighestVersion returned will not be greater than this.
		featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_1;

		if (FAILED(m_device->CheckFeatureSupport(D3D12_FEATURE_ROOT_SIGNATURE, &featureData, sizeof(featureData))))
		{
			featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_0;
		}

		CD3DX12_DESCRIPTOR_RANGE1 ranges[1];
		CD3DX12_ROOT_PARAMETER1 rootParameters[1];

		ranges[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC);
		rootParameters[0].InitAsDescriptorTable(1, &ranges[0], D3D12_SHADER_VISIBILITY_VERTEX);

		// Allow input layout and deny uneccessary access to certain pipeline stages.
		D3D12_ROOT_SIGNATURE_FLAGS rootSignatureFlags =
			D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
			D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
			D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
			D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS |
			D3D12_ROOT_SIGNATURE_FLAG_DENY_PIXEL_SHADER_ROOT_ACCESS;

		CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDesc;
		rootSignatureDesc.Init_1_1(_countof(rootParameters), rootParameters, 0, nullptr, rootSignatureFlags);

		ComPtr<ID3DBlob> signature;
		ComPtr<ID3DBlob> error;
		ThrowIfFailed(D3DX12SerializeVersionedRootSignature(&rootSignatureDesc, featureData.HighestVersion, &signature, &error));
		ThrowIfFailed(m_device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&m_rootSignature)));
	}

	// Create the pipeline state, which includes compiling and loading shaders.
	{
		ComPtr<ID3DBlob> vertexShader;
		ComPtr<ID3DBlob> pixelShader;

#if defined(_DEBUG)
		// Enable better shader debugging with the graphics debugging tools.
		UINT compileFlags = D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
#else
		UINT compileFlags = 0;
#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));

		// Define the vertex input layout.
		D3D12_INPUT_ELEMENT_DESC inputElementDescs[] =
		{
			{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
			{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }
		};

		// Describe and create the graphics pipeline state object (PSO).
		D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
		psoDesc.InputLayout = { inputElementDescs, _countof(inputElementDescs) };
		psoDesc.pRootSignature = m_rootSignature.Get();
		psoDesc.VS = CD3DX12_SHADER_BYTECODE(vertexShader.Get());
		psoDesc.PS = CD3DX12_SHADER_BYTECODE(pixelShader.Get());
		psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
		psoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
		psoDesc.DepthStencilState.DepthEnable = FALSE;
		psoDesc.DepthStencilState.StencilEnable = FALSE;
		psoDesc.SampleMask = UINT_MAX;
		psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
		psoDesc.NumRenderTargets = 1;
		psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
		psoDesc.SampleDesc.Count = 1;

		ThrowIfFailed(m_device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&m_pipelineState)));
	}

	// Create the command list.
	ThrowIfFailed(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_commandAllocator.Get(), m_pipelineState.Get(), IID_PPV_ARGS(&m_commandList)));

	// Command lists are created in the recording state, but there is nothing
	// to record yet. The main loop expects it to be closed, so close it now.
	ThrowIfFailed(m_commandList->Close());

	// Create the vertex buffer.
	{
		// Define the geometry for a triangle.
		Vertex triangleVertices[] =
		{
			{ { 0.0f, 0.25f * m_aspectRatio, 0.0f }, { 1.0f, 0.0f, 0.0f, 1.0f } },
			{ { 0.25f, -0.25f * m_aspectRatio, 0.0f }, { 0.0f, 1.0f, 0.0f, 1.0f } },
			{ { -0.25f, -0.25f * m_aspectRatio, 0.0f }, { 0.0f, 0.0f, 1.0f, 1.0f } }
		};

		const UINT vertexBufferSize = sizeof(triangleVertices);

		// Note: using upload heaps to transfer static data like vert buffers is not 
		// recommended. Every time the GPU needs it, the upload heap will be marshalled 
		// over. Please read up on Default Heap usage. An upload heap is used here for 
		// code simplicity and because there are very few verts to actually transfer.
		ThrowIfFailed(m_device->CreateCommittedResource(
			&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
			D3D12_HEAP_FLAG_NONE,
			&CD3DX12_RESOURCE_DESC::Buffer(vertexBufferSize),
			D3D12_RESOURCE_STATE_GENERIC_READ,
			nullptr,
			IID_PPV_ARGS(&m_vertexBuffer)));

		// Copy the triangle data to the vertex buffer.
		UINT8* pVertexDataBegin;
		CD3DX12_RANGE readRange(0, 0);		// We do not intend to read from this resource on the CPU.
		ThrowIfFailed(m_vertexBuffer->Map(0, &readRange, reinterpret_cast<void**>(&pVertexDataBegin)));
		memcpy(pVertexDataBegin, triangleVertices, sizeof(triangleVertices));
		m_vertexBuffer->Unmap(0, nullptr);

		// Initialize the vertex buffer view.
		m_vertexBufferView.BufferLocation = m_vertexBuffer->GetGPUVirtualAddress();
		m_vertexBufferView.StrideInBytes = sizeof(Vertex);
		m_vertexBufferView.SizeInBytes = vertexBufferSize;
	}

	// Create the constant buffer.
	{
		ThrowIfFailed(m_device->CreateCommittedResource(
			&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
			D3D12_HEAP_FLAG_NONE,
			&CD3DX12_RESOURCE_DESC::Buffer(1024 * 64),
			D3D12_RESOURCE_STATE_GENERIC_READ,
			nullptr,
			IID_PPV_ARGS(&m_constantBuffer)));

		// Describe and create a constant buffer view.
		D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {};
		cbvDesc.BufferLocation = m_constantBuffer->GetGPUVirtualAddress();
		cbvDesc.SizeInBytes = (sizeof(SceneConstantBuffer) + 255) & ~255;	// CB size is required to be 256-byte aligned.
		m_device->CreateConstantBufferView(&cbvDesc, m_cbvHeap->GetCPUDescriptorHandleForHeapStart());

		// Map and initialize the constant buffer. We don't unmap this until the
		// app closes. Keeping things mapped for the lifetime of the resource is okay.
		CD3DX12_RANGE readRange(0, 0);		// We do not intend to read from this resource on the CPU.
		ThrowIfFailed(m_constantBuffer->Map(0, &readRange, reinterpret_cast<void**>(&m_pCbvDataBegin)));
		memcpy(m_pCbvDataBegin, &m_constantBufferData, sizeof(m_constantBufferData));
	}

	// Create synchronization objects and wait until assets have been uploaded to the GPU.
	{
		ThrowIfFailed(m_device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&m_fence)));
		m_fenceValue = 1;

		// Create an event handle to use for frame synchronization.
		m_fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
		if (m_fenceEvent == nullptr)
		{
			ThrowIfFailed(HRESULT_FROM_WIN32(GetLastError()));
		}

		// Wait for the command list to execute; we are reusing the same command 
		// list in our main loop but for now, we just want to wait for setup to 
		// complete before continuing.
		WaitForPreviousFrame();
	}
}