Esempio n. 1
0
void ColorBuffer::CreateFromSwapChain( const std::wstring& Name, ID3D12Resource* BaseResource )
{
	AssociateWithResource( Graphics::g_device.Get(), Name, BaseResource, D3D12_RESOURCE_STATE_PRESENT );
	if (m_RTVHandle.ptr == ~0ull)
		m_RTVHandle = Graphics::g_pRTVDescriptorHeap->Append().GetCPUHandle();
	Graphics::g_device->CreateRenderTargetView( m_pResource.Get(), nullptr, m_RTVHandle );
}
Esempio n. 2
0
void ColorBuffer::CreateFromSwapChain( const std::wstring& Name, ID3D12Resource* BaseResource )
{
	AssociateWithResource(Graphics::g_Device, Name, BaseResource, D3D12_RESOURCE_STATE_PRESENT);

	//m_UAVHandle[0] = Graphics::AllocateDescriptor(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
	//Graphics::g_Device->CreateUnorderedAccessView(m_pResource.Get(), nullptr, nullptr, m_UAVHandle[0]);

	m_RTVHandle = Graphics::AllocateDescriptor(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
	Graphics::g_Device->CreateRenderTargetView(m_pResource.Get(), nullptr, m_RTVHandle);
}