// 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();
    }
}
// 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 D3D12Fullscreen::LoadAssets()
{
	// Create a root signature consisting of a descriptor table with a single CBV.
	{
		CD3DX12_DESCRIPTOR_RANGE ranges[1];
		CD3DX12_ROOT_PARAMETER rootParameters[1];

		ranges[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0);
		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_ROOT_SIGNATURE_DESC rootSignatureDesc;
		rootSignatureDesc.Init(_countof(rootParameters), rootParameters, 0, nullptr, rootSignatureFlags);
	
		ComPtr<ID3DBlob> signature;
		ComPtr<ID3DBlob> error;
		ThrowIfFailed(D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error));
		ThrowIfFailed(m_device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&m_rootSignature)));
		NAME_D3D12_OBJECT(m_rootSignature);
	}

	// Create the pipeline state, which includes compiling and loading shaders.
	{
		ComPtr<ID3DBlob> vertexShader;
		ComPtr<ID3DBlob> pixelShader;
		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"shaders.hlsl").c_str(), nullptr, nullptr, "VSMain", "vs_5_0", compileFlags, 0, &vertexShader, &error));
		ThrowIfFailed(D3DCompileFromFile(GetAssetFullPath(L"shaders.hlsl").c_str(), nullptr, nullptr, "PSMain", "ps_5_0", compileFlags, 0, &pixelShader, &error));

		// 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)));
		NAME_D3D12_OBJECT(m_pipelineState);
	}

	// 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);

	LoadSizeDependentResources();

	// Create/update the vertex buffer.
	{
		// 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;
		Vertex 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_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(&m_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.
		UINT8* pVertexDataBegin;
		CD3DX12_RANGE readRange(0, 0);		// We do not intend to read from this resource on the CPU.
		ThrowIfFailed(m_vertexBufferUpload->Map(0, &readRange, reinterpret_cast<void**>(&pVertexDataBegin)));
		memcpy(pVertexDataBegin, quadVertices, sizeof(quadVertices));
		m_vertexBufferUpload->Unmap(0, nullptr);

		m_commandList->CopyBufferRegion(m_vertexBuffer.Get(), 0, m_vertexBufferUpload.Get(), 0, vertexBufferSize);
		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 views.
		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(sizeof(SceneConstantBuffer) * FrameCount),
			D3D12_RESOURCE_STATE_GENERIC_READ,
			nullptr,
			IID_PPV_ARGS(&m_constantBuffer)));

		NAME_D3D12_OBJECT(m_constantBuffer);

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

		CD3DX12_CPU_DESCRIPTOR_HANDLE cpuHandle(m_cbvHeap->GetCPUDescriptorHandleForHeapStart());

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

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

		// Initialize and map the constant buffers. We don't unmap this until the
		// app closes. Keeping things mapped for the lifetime of the resource is okay.
		ZeroMemory(&m_constantBufferData, sizeof(m_constantBufferData));

		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));
	}

	// 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 D3D12SmallResources::CreateTextures()
{
	m_textures.clear();
	m_textures.resize(TextureCount);
	m_textureHeap.Reset();

	ThrowIfFailed(m_copyCommandAllocator->Reset());
	ThrowIfFailed(m_copyCommandList->Reset(m_copyCommandAllocator.Get(), nullptr));

	CD3DX12_RESOURCE_DESC textureDesc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, TextureWidth, TextureHeight, 1, 1);

	if (m_usePlacedResources)
	{
		// Since we are using small resources we can take advantage of 4KB
		// resource alignments. As long as the most detailed mip can fit in an
		// allocation less than 64KB, 4KB alignments can be used.
		//
		// When dealing with MSAA textures the rules are similar, but the minimum
		// alignment is 64KB for a texture whose most detailed mip can fit in an
		// allocation less than 4MB.
		textureDesc.Alignment = D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT;
		D3D12_RESOURCE_ALLOCATION_INFO info = m_device->GetResourceAllocationInfo(0, 1, &textureDesc);

		if (info.Alignment != D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT)
		{
			// If the alignment requested is not granted, then let D3D tell us
			// the alignment that needs to be used for these resources.
			textureDesc.Alignment = 0;
			info = m_device->GetResourceAllocationInfo(0, 1, &textureDesc);
		}

		const UINT64 heapSize = TextureCount * info.SizeInBytes;
		CD3DX12_HEAP_DESC heapDesc(heapSize, D3D12_HEAP_TYPE_DEFAULT, 0, D3D12_HEAP_FLAG_DENY_BUFFERS | D3D12_HEAP_FLAG_DENY_RT_DS_TEXTURES);
		ThrowIfFailed(m_device->CreateHeap(&heapDesc, IID_PPV_ARGS(&m_textureHeap)));

		std::vector<D3D12_RESOURCE_BARRIER> barriers;
		barriers.resize(TextureCount);
		for (UINT n = 0; n < TextureCount; n++)
		{
			ThrowIfFailed(m_device->CreatePlacedResource(
				m_textureHeap.Get(),
				n * info.SizeInBytes,
				&textureDesc,
				D3D12_RESOURCE_STATE_COMMON,
				nullptr,
				IID_PPV_ARGS(&m_textures[n])));

			barriers[n] = CD3DX12_RESOURCE_BARRIER::Aliasing(nullptr, m_textures[n].Get());
		}

		m_copyCommandList->ResourceBarrier(static_cast<UINT>(barriers.size()), barriers.data());
	}
	else
	{
		for (UINT n = 0; n < TextureCount; n++)
		{
			ThrowIfFailed(m_device->CreateCommittedResource(
				&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
				D3D12_HEAP_FLAG_NONE,
				&textureDesc,
				D3D12_RESOURCE_STATE_COMMON,
				nullptr,
				IID_PPV_ARGS(&m_textures[n])));
		}
	}

	// 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.
	std::vector<ComPtr<ID3D12Resource>> uploadResources;
	uploadResources.resize(TextureCount);

	// Colors for textures are randomly generated. Reset the seed so that the colors
	// don't change when the resource type changes.
	srand(100);

	CD3DX12_CPU_DESCRIPTOR_HANDLE cpuHandle(m_srvHeap->GetCPUDescriptorHandleForHeapStart());
	for (UINT n = 0; n < TextureCount; n++)
	{
		const UINT64 uploadBufferSize = GetRequiredIntermediateSize(m_textures[n].Get(), 0, 1) + D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;

		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(&uploadResources[n])));

		auto texture = GenerateTexture();

		// Copy data to the intermediate upload heap and then schedule a copy
		// from the upload heap to the texture.
		D3D12_SUBRESOURCE_DATA textureData = {};
		textureData.pData = reinterpret_cast<UINT8*>(texture.data());
		textureData.RowPitch = TextureWidth * TexturePixelSizeInBytes;
		textureData.SlicePitch = textureData.RowPitch * TextureHeight;

		UpdateSubresources<1>(m_copyCommandList.Get(), m_textures[n].Get(), uploadResources[n].Get(), 0, 0, 1, &textureData);

		NAME_D3D12_OBJECT_INDEXED(m_textures, n);

		// 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 = textureDesc.MipLevels;

		m_device->CreateShaderResourceView(m_textures[n].Get(), &srvDesc, cpuHandle);
		cpuHandle.Offset(m_srvDescriptorSize);
	}

	ThrowIfFailed(m_copyCommandList->Close());

	ID3D12CommandList* ppCommandLists[] = { m_copyCommandList.Get() };
	m_copyQueue->ExecuteCommandLists(_countof(ppCommandLists), ppCommandLists);

	// Wait for the copy queue to complete execution of the command list.
	m_copyQueue->Signal(m_fence.Get(), m_fenceValues[m_frameIndex]);
	ThrowIfFailed(m_fence->SetEventOnCompletion(m_fenceValues[m_frameIndex], m_fenceEvent));
	WaitForSingleObjectEx(m_fenceEvent, INFINITE, FALSE);
	m_fenceValues[m_frameIndex]++;
}