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 ); }
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 ); }