void DepthBuffer::Create( const std::wstring& Name, uint32_t Width, uint32_t Height, DXGI_FORMAT Format,
	D3D12_GPU_VIRTUAL_ADDRESS VidMemPtr /* = D3D12_GPU_VIRTUAL_ADDRESS_UNKNOWN */ )
{
	D3D12_RESOURCE_DESC ResourceDesc = DescribeTex2D( Width, Height, 1, 1, Format, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL );
	D3D12_CLEAR_VALUE ClearValue = {};
	ClearValue.Format = Format;
	ClearValue.DepthStencil.Depth = m_ClearDepth;
	ClearValue.DepthStencil.Stencil = m_ClearStencil;
	CreateTextureResource( Graphics::g_device.Get(), Name, ResourceDesc, ClearValue, VidMemPtr );
	CreateDerivedViews( Graphics::g_device.Get(), Format );
}
Beispiel #2
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void ColorBuffer::CreateArray( const std::wstring& Name, uint32_t Width, uint32_t Height, uint32_t ArrayCount,
	DXGI_FORMAT Format, D3D12_GPU_VIRTUAL_ADDRESS VidMem )
{
	D3D12_RESOURCE_DESC ResourceDesc = DescribeTex2D(Width, Height, ArrayCount, 1, Format,
		D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS);

	D3D12_CLEAR_VALUE ClearValue = {};
	ClearValue.Format = Format;
	ClearValue.Color[0] = m_ClearColor.R();
	ClearValue.Color[1] = m_ClearColor.G();
	ClearValue.Color[2] = m_ClearColor.B();
	ClearValue.Color[3] = m_ClearColor.A();

	CreateTextureResource(Graphics::g_Device, Name, ResourceDesc, ClearValue, VidMem);
	CreateDerivedViews(Graphics::g_Device, Format, ArrayCount, 1);
}
void ColorBuffer::Create( const std::wstring& Name, uint32_t Width, uint32_t Height, uint32_t NumMips,
	DXGI_FORMAT Format, D3D12_GPU_VIRTUAL_ADDRESS VidMemPtr /* = D3D12_GPU_VIRTUAL_ADDRESS_UNKNOWN */ )
{
	NumMips = (NumMips == 0 ? ComputeNumMips( Width, Height ) : NumMips);
	D3D12_RESOURCE_DESC ResourceDesc = DescribeTex2D( Width, Height, 1, NumMips, Format,
		D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS );

	D3D12_CLEAR_VALUE ClearValue = {};
	ClearValue.Format = Format;
	ClearValue.Color[0] = DirectX::XMVectorGetX( m_ClearColor );
	ClearValue.Color[1] = DirectX::XMVectorGetY( m_ClearColor );
	ClearValue.Color[2] = DirectX::XMVectorGetZ( m_ClearColor );
	ClearValue.Color[3] = DirectX::XMVectorGetW( m_ClearColor );

	CreateTextureResource( Graphics::g_device.Get(), Name, ResourceDesc, ClearValue, VidMemPtr );
	CreateDerivedViews( Graphics::g_device.Get(), Format, 1, NumMips );
}