void AppTest::Init(HWND hwnd) { LoadPipeline(hwnd); LoadAssets(); Timer.Start(); }
void D3D12Bundles::OnInit() { m_camera.Init({ 8, 8, 30 }); LoadPipeline(); LoadAssets(); }
void D3D12DynamicIndexing::OnInit() { m_camera.Init({ (CityColumnCount / 2.0f) * CitySpacingInterval - (CitySpacingInterval / 2.0f), 15, 50 }); m_camera.SetMoveSpeed(CitySpacingInterval * 2.0f); LoadPipeline(); LoadAssets(); }
HRESULT VolumetricAnimation::OnInit() { HRESULT hr; VRET( LoadPipeline() ); VRET( LoadAssets() ); VRET( LoadSizeDependentResource() ); return S_OK; }
CrossNodeResources::CrossNodeResources(IDXGIFactory4* pFactory, ID3D12Device* pDevice) { pFactory->QueryInterface(IID_PPV_ARGS(&m_factory)); pDevice->QueryInterface(IID_PPV_ARGS(&m_device)); LoadPipeline(); LoadAssets(); }
void D3D12nBodyGravity::OnInit() { m_camera.Init({ 0.0f, 0.0f, 1500.0f }); m_camera.SetMoveSpeed(250.0f); LoadPipeline(); LoadAssets(); CreateAsyncContexts(); }
void D3D12PipelineStateCache::OnInit() { UpdateWindowTextPso(); m_camera.Init({ 0.0f, 0.0f, 5.0f }); m_camera.SetMoveSpeed(1.0f); m_projectionMatrix = m_camera.GetProjectionMatrix(0.8f, m_aspectRatio); LoadPipeline(); LoadAssets(); }
void RenderSysem::v_Init() { m_Viewport.Width = static_cast<float>(m_ScreenWidth); m_Viewport.Height = static_cast<float>(m_ScreenHeight); m_Viewport.MaxDepth = 1.0f; m_ScissorRect.right = static_cast<LONG>(m_ScreenWidth); m_ScissorRect.bottom = static_cast<LONG>(m_ScreenHeight); LoadPipeline(); m_Triangle.init_shader(m_pD3D12Device); m_Triangle.init_buffer(m_pD3D12Device); LoadAssets(); }
void D3D1211on12::OnInit() { LoadPipeline(); LoadAssets(); }
void D3D12HeterogeneousMultiadapter::OnInit() { LoadPipeline(); LoadAssets(); UpdateWindowTitle(); }
void D3D12HelloBundles::OnInit() { LoadPipeline(); LoadAssets(); }
void D3D12HelloWindow::OnInit() { LoadPipeline(); LoadAssets(); }
void D3D12HelloTexture::OnInit() { LoadPipeline(); LoadAssets(); }
void D3D12SmallResources::OnInit() { LoadPipeline(); LoadAssets(); }
void D3D12ExecuteIndirect::OnInit() { LoadPipeline(); LoadAssets(); }
void D3D12HelloTriangle::OnInit() { LoadPipeline(); LoadAssets(); }
void D3D12HelloConstBuffers::OnInit() { LoadPipeline(); LoadAssets(); }
void D3D12Fullscreen::OnInit() { LoadPipeline(); LoadAssets(); }
void D3D12Multithreading::OnInit() { LoadPipeline(); LoadAssets(); LoadContexts(); }
void D3D12PredicationQueries::OnInit() { LoadPipeline(); LoadAssets(); }
void D3D12HDR::OnInit() { LoadPipeline(); LoadAssets(); }
void DX12ClothSimulation::OnInit() { LoadPipeline(); LoadAssets(); }