コード例 #1
0
// Load size dependent resource
HRESULT VolumetricAnimation::LoadSizeDependentResource()
{
	HRESULT hr;
	// Create render target views (RTVs).
	CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle( m_rtvHeap->GetCPUDescriptorHandleForHeapStart() );
	for ( UINT i = 0; i < FrameCount; i++ )
	{
		VRET( m_swapChain->GetBuffer( i, IID_PPV_ARGS( &m_renderTargets[i] ) ) );
		DXDebugName( m_renderTargets[i] );
		m_device->CreateRenderTargetView( m_renderTargets[i].Get(), nullptr, rtvHandle );
		rtvHandle.Offset( 1, m_rtvDescriptorSize );
	}

	// Create the depth stencil.
	{
		CD3DX12_RESOURCE_DESC shadowTextureDesc( D3D12_RESOURCE_DIMENSION_TEXTURE2D, 0, static_cast< UINT >( m_width ), static_cast< UINT >( m_height ),
												 1, 1, DXGI_FORMAT_D32_FLOAT, 1, 0, D3D12_TEXTURE_LAYOUT_UNKNOWN,
												 D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL | D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE );

		D3D12_CLEAR_VALUE clearValue;	// Performance tip: Tell the runtime at resource creation the desired clear value.
		clearValue.Format = DXGI_FORMAT_D32_FLOAT;
		clearValue.DepthStencil.Depth = 1.0f;
		clearValue.DepthStencil.Stencil = 0;

		VRET( m_device->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES( D3D12_HEAP_TYPE_DEFAULT ), D3D12_HEAP_FLAG_NONE, &shadowTextureDesc,
												 D3D12_RESOURCE_STATE_DEPTH_WRITE, &clearValue, IID_PPV_ARGS( &m_depthBuffer ) ) );
		DXDebugName( m_depthBuffer );

		// Create the depth stencil view.
		m_device->CreateDepthStencilView( m_depthBuffer.Get(), nullptr, m_dsvHeap->GetCPUDescriptorHandleForHeapStart() );
	}

	m_viewport.Width = static_cast< float >( m_width );
	m_viewport.Height = static_cast< float >( m_height );
	m_viewport.MaxDepth = 1.0f;

	m_scissorRect.right = static_cast< LONG >( m_width );
	m_scissorRect.bottom = static_cast< LONG >( m_height );

	float fAspectRatio = m_width / ( FLOAT ) m_height;
	m_camera.SetProjParams( XM_PI / 4, fAspectRatio, 0.01f, 1250.0f );
	m_camera.SetWindow( m_width, m_height );
	return S_OK;
}
コード例 #2
0
// Load the sample assets.
void D3D12Multithreading::LoadAssets()
{
	// Create the root signature.
	{
		CD3DX12_DESCRIPTOR_RANGE ranges[4]; // Perfomance TIP: Order from most frequent to least frequent.
		ranges[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 2, 1);		// 2 frequently changed diffuse + normal textures - using registers t1 and t2.
		ranges[1].Init(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0);		// 1 frequently changed constant buffer.
		ranges[2].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0);		// 1 infrequently changed shadow texture - starting in register t0.
		ranges[3].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 2, 0);	// 2 static samplers.

		CD3DX12_ROOT_PARAMETER rootParameters[4];
		rootParameters[0].InitAsDescriptorTable(1, &ranges[0], D3D12_SHADER_VISIBILITY_PIXEL);
		rootParameters[1].InitAsDescriptorTable(1, &ranges[1], D3D12_SHADER_VISIBILITY_ALL);
		rootParameters[2].InitAsDescriptorTable(1, &ranges[2], D3D12_SHADER_VISIBILITY_PIXEL);
		rootParameters[3].InitAsDescriptorTable(1, &ranges[3], D3D12_SHADER_VISIBILITY_PIXEL);

		CD3DX12_ROOT_SIGNATURE_DESC rootSignatureDesc;
		rootSignatureDesc.Init(_countof(rootParameters), rootParameters, 0, nullptr, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);

		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)));
	}

	// Create the pipeline state, which includes loading shaders.
	{
		ComPtr<ID3DBlob> vertexShader;
		ComPtr<ID3DBlob> pixelShader;

#ifdef _DEBUG
		// Enable better shader debugging with the graphics debugging tools.
		UINT compileFlags = D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
#else
		UINT compileFlags = D3DCOMPILE_OPTIMIZATION_LEVEL3;
#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));

		D3D12_INPUT_LAYOUT_DESC inputLayoutDesc;
		inputLayoutDesc.pInputElementDescs = SampleAssets::StandardVertexDescription;
		inputLayoutDesc.NumElements = _countof(SampleAssets::StandardVertexDescription);

		CD3DX12_DEPTH_STENCIL_DESC depthStencilDesc(D3D12_DEFAULT);
		depthStencilDesc.DepthEnable = true;
		depthStencilDesc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
		depthStencilDesc.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
		depthStencilDesc.StencilEnable = FALSE;

		// Describe and create the PSO for rendering the scene.
		D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
		psoDesc.InputLayout = inputLayoutDesc;
		psoDesc.pRootSignature = m_rootSignature.Get();
		psoDesc.VS = { reinterpret_cast<UINT8*>(vertexShader->GetBufferPointer()), vertexShader->GetBufferSize() };
		psoDesc.PS = { reinterpret_cast<UINT8*>(pixelShader->GetBufferPointer()), pixelShader->GetBufferSize() };
		psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
		psoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
		psoDesc.DepthStencilState = depthStencilDesc;
		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)));

		// Alter the description and create the PSO for rendering
		// the shadow map.  The shadow map does not use a pixel
		// shader or render targets.
		psoDesc.PS.pShaderBytecode = 0;
		psoDesc.PS.BytecodeLength = 0;
		psoDesc.RTVFormats[0] = DXGI_FORMAT_UNKNOWN;
		psoDesc.NumRenderTargets = 0;

		ThrowIfFailed(m_device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&m_pipelineStateShadowMap)));
	}

	// Create temporary command list for initial GPU setup.
	ComPtr<ID3D12GraphicsCommandList> commandList;
	ThrowIfFailed(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_commandAllocator.Get(), m_pipelineState.Get(), IID_PPV_ARGS(&commandList)));

	// Create render target views (RTVs).
	CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart());
	for (UINT i = 0; i < FrameCount; i++)
	{
		ThrowIfFailed(m_swapChain->GetBuffer(i, IID_PPV_ARGS(&m_renderTargets[i])));
		m_device->CreateRenderTargetView(m_renderTargets[i].Get(), nullptr, rtvHandle);
		rtvHandle.Offset(1, m_rtvDescriptorSize);
	}

	// Create the depth stencil.
	{
		CD3DX12_RESOURCE_DESC shadowTextureDesc(
			D3D12_RESOURCE_DIMENSION_TEXTURE2D,
			0,
			static_cast<UINT>(m_viewport.Width), 
			static_cast<UINT>(m_viewport.Height), 
			1,
			1,
			DXGI_FORMAT_D32_FLOAT,
			1, 
			0,
			D3D12_TEXTURE_LAYOUT_UNKNOWN,
			D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL | D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE);

		D3D12_CLEAR_VALUE clearValue;	// Performance tip: Tell the runtime at resource creation the desired clear value.
		clearValue.Format = DXGI_FORMAT_D32_FLOAT;
		clearValue.DepthStencil.Depth = 1.0f;
		clearValue.DepthStencil.Stencil = 0;

		ThrowIfFailed(m_device->CreateCommittedResource(
			&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
			D3D12_HEAP_FLAG_NONE,
			&shadowTextureDesc,
			D3D12_RESOURCE_STATE_DEPTH_WRITE,
			&clearValue,
			IID_PPV_ARGS(&m_depthStencil)));

		// Create the depth stencil view.
		m_device->CreateDepthStencilView(m_depthStencil.Get(), nullptr, m_dsvHeap->GetCPUDescriptorHandleForHeapStart());
	}

	// Load scene assets.
	UINT fileSize = 0;
	UINT8* pAssetData;
	ThrowIfFailed(ReadDataFromFile(GetAssetFullPath(SampleAssets::DataFileName).c_str(), &pAssetData, &fileSize));

	// Create the vertex buffer.
	{
		ThrowIfFailed(m_device->CreateCommittedResource(
			&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
			D3D12_HEAP_FLAG_NONE,
			&CD3DX12_RESOURCE_DESC::Buffer(SampleAssets::VertexDataSize),
			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(SampleAssets::VertexDataSize),
				D3D12_RESOURCE_STATE_GENERIC_READ,
				nullptr,
				IID_PPV_ARGS(&m_vertexBufferUpload)));

			// Copy data to the upload heap and then schedule a copy 
			// from the upload heap to the vertex buffer.
			D3D12_SUBRESOURCE_DATA vertexData = {};
			vertexData.pData = pAssetData + SampleAssets::VertexDataOffset;
			vertexData.RowPitch = SampleAssets::VertexDataSize;
			vertexData.SlicePitch = vertexData.RowPitch;

			PIXBeginEvent(commandList.Get(), 0, L"Copy vertex buffer data to default resource...");

			UpdateSubresources<1>(commandList.Get(), m_vertexBuffer.Get(), m_vertexBufferUpload.Get(), 0, 0, 1, &vertexData);
			commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_vertexBuffer.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER));

			PIXEndEvent(commandList.Get());
		}

		// Initialize the vertex buffer view.
		m_vertexBufferView.BufferLocation = m_vertexBuffer->GetGPUVirtualAddress();
		m_vertexBufferView.SizeInBytes = SampleAssets::VertexDataSize;
		m_vertexBufferView.StrideInBytes = SampleAssets::StandardVertexStride;
	}

	// Create the index buffer.
	{
		ThrowIfFailed(m_device->CreateCommittedResource(
			&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
			D3D12_HEAP_FLAG_NONE,
			&CD3DX12_RESOURCE_DESC::Buffer(SampleAssets::IndexDataSize),
			D3D12_RESOURCE_STATE_COPY_DEST,
			nullptr,
			IID_PPV_ARGS(&m_indexBuffer)));

		{
			ThrowIfFailed(m_device->CreateCommittedResource(
				&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
				D3D12_HEAP_FLAG_NONE,
				&CD3DX12_RESOURCE_DESC::Buffer(SampleAssets::IndexDataSize),
				D3D12_RESOURCE_STATE_GENERIC_READ,
				nullptr,
				IID_PPV_ARGS(&m_indexBufferUpload)));

			// Copy data to the upload heap and then schedule a copy 
			// from the upload heap to the index buffer.
			D3D12_SUBRESOURCE_DATA indexData = {};
			indexData.pData = pAssetData + SampleAssets::IndexDataOffset;
			indexData.RowPitch = SampleAssets::IndexDataSize;
			indexData.SlicePitch = indexData.RowPitch;

			PIXBeginEvent(commandList.Get(), 0, L"Copy index buffer data to default resource...");

			UpdateSubresources<1>(commandList.Get(), m_indexBuffer.Get(), m_indexBufferUpload.Get(), 0, 0, 1, &indexData);
			commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_indexBuffer.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_INDEX_BUFFER));

			PIXEndEvent(commandList.Get());
		}

		// Initialize the index buffer view.
		m_indexBufferView.BufferLocation = m_indexBuffer->GetGPUVirtualAddress();
		m_indexBufferView.SizeInBytes = SampleAssets::IndexDataSize;
		m_indexBufferView.Format = SampleAssets::StandardIndexFormat;
	}

	// Create shader resources.
	{
		// Get the CBV SRV descriptor size for the current device.
		const UINT cbvSrvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);

		// Get a handle to the start of the descriptor heap.
		CD3DX12_CPU_DESCRIPTOR_HANDLE cbvSrvHandle(m_cbvSrvHeap->GetCPUDescriptorHandleForHeapStart());

		{
			// Describe and create 2 null SRVs. Null descriptors are needed in order 
			// to achieve the effect of an "unbound" resource.
			D3D12_SHADER_RESOURCE_VIEW_DESC nullSrvDesc = {};
			nullSrvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
			nullSrvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
			nullSrvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
			nullSrvDesc.Texture2D.MipLevels = 1;
			nullSrvDesc.Texture2D.MostDetailedMip = 0;
			nullSrvDesc.Texture2D.ResourceMinLODClamp = 0.0f;

			m_device->CreateShaderResourceView(nullptr, &nullSrvDesc, cbvSrvHandle);
			cbvSrvHandle.Offset(cbvSrvDescriptorSize);

			m_device->CreateShaderResourceView(nullptr, &nullSrvDesc, cbvSrvHandle);
			cbvSrvHandle.Offset(cbvSrvDescriptorSize);
		}

		// Create each texture and SRV descriptor.
		const UINT srvCount = _countof(SampleAssets::Textures);
		PIXBeginEvent(commandList.Get(), 0, L"Copy diffuse and normal texture data to default resources...");
		for (int i = 0; i < srvCount; i++)
		{
			// Describe and create a Texture2D.
			const SampleAssets::TextureResource &tex = SampleAssets::Textures[i];
			CD3DX12_RESOURCE_DESC texDesc(
				D3D12_RESOURCE_DIMENSION_TEXTURE2D,
				0,
				tex.Width, 
				tex.Height, 
				1,
				static_cast<UINT16>(tex.MipLevels),
				tex.Format,
				1, 
				0,
				D3D12_TEXTURE_LAYOUT_UNKNOWN,
				D3D12_RESOURCE_FLAG_NONE);

			ThrowIfFailed(m_device->CreateCommittedResource(
				&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
				D3D12_HEAP_FLAG_NONE,
				&texDesc,
				D3D12_RESOURCE_STATE_COPY_DEST,
				nullptr,
				IID_PPV_ARGS(&m_textures[i])));

			{
				const UINT subresourceCount = texDesc.DepthOrArraySize * texDesc.MipLevels;
				UINT64 uploadBufferSize = GetRequiredIntermediateSize(m_textures[i].Get(), 0, subresourceCount);
				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(&m_textureUploads[i])));

				// Copy data to the intermediate upload heap and then schedule a copy 
				// from the upload heap to the Texture2D.
				D3D12_SUBRESOURCE_DATA textureData = {};
				textureData.pData = pAssetData + tex.Data->Offset;
				textureData.RowPitch = tex.Data->Pitch;
				textureData.SlicePitch = tex.Data->Size;

				UpdateSubresources(commandList.Get(), m_textures[i].Get(), m_textureUploads[i].Get(), 0, 0, subresourceCount, &textureData);
				commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_textures[i].Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE));
			}

			// Describe and create an SRV.
			D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
			srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
			srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
			srvDesc.Format = tex.Format;
			srvDesc.Texture2D.MipLevels = tex.MipLevels;
			srvDesc.Texture2D.MostDetailedMip = 0;
			srvDesc.Texture2D.ResourceMinLODClamp = 0.0f;
			m_device->CreateShaderResourceView(m_textures[i].Get(), &srvDesc, cbvSrvHandle);

			// Move to the next descriptor slot.
			cbvSrvHandle.Offset(cbvSrvDescriptorSize);
		}
		PIXEndEvent(commandList.Get());
	}

	free(pAssetData);

	// Create the samplers.
	{
		// Get the sampler descriptor size for the current device.
		const UINT samplerDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);

		// Get a handle to the start of the descriptor heap.
		CD3DX12_CPU_DESCRIPTOR_HANDLE samplerHandle(m_samplerHeap->GetCPUDescriptorHandleForHeapStart());

		// Describe and create the wrapping sampler, which is used for 
		// sampling diffuse/normal maps.
		D3D12_SAMPLER_DESC wrapSamplerDesc = {};
		wrapSamplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
		wrapSamplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
		wrapSamplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
		wrapSamplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
		wrapSamplerDesc.MinLOD = 0;
		wrapSamplerDesc.MaxLOD = D3D12_FLOAT32_MAX;
		wrapSamplerDesc.MipLODBias = 0.0f;
		wrapSamplerDesc.MaxAnisotropy = 1;
		wrapSamplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
		wrapSamplerDesc.BorderColor[0] = wrapSamplerDesc.BorderColor[1] = wrapSamplerDesc.BorderColor[2] = wrapSamplerDesc.BorderColor[3] = 0;
		m_device->CreateSampler(&wrapSamplerDesc, samplerHandle);

		// Move the handle to the next slot in the descriptor heap.
		samplerHandle.Offset(samplerDescriptorSize);

		// Describe and create the point clamping sampler, which is 
		// used for the shadow map.
		D3D12_SAMPLER_DESC clampSamplerDesc = {};
		clampSamplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
		clampSamplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
		clampSamplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
		clampSamplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
		clampSamplerDesc.MipLODBias = 0.0f;
		clampSamplerDesc.MaxAnisotropy = 1;
		clampSamplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
		clampSamplerDesc.BorderColor[0] = clampSamplerDesc.BorderColor[1] = clampSamplerDesc.BorderColor[2] = clampSamplerDesc.BorderColor[3] = 0;
		clampSamplerDesc.MinLOD = 0;
		clampSamplerDesc.MaxLOD = D3D12_FLOAT32_MAX;
		m_device->CreateSampler(&clampSamplerDesc, samplerHandle);
	}

	// Create lights.
	for (int i = 0; i < NumLights; i++)
	{
		// Set up each of the light positions and directions (they all start 
		// in the same place).
		m_lights[i].position = { 0.0f, 15.0f, -30.0f, 1.0f };
		m_lights[i].direction = { 0.0, 0.0f, 1.0f, 0.0f };
		m_lights[i].falloff = { 800.0f, 1.0f, 0.0f, 1.0f };
		m_lights[i].color = { 0.7f, 0.7f, 0.7f, 1.0f };

		XMVECTOR eye = XMLoadFloat4(&m_lights[i].position);
		XMVECTOR at = XMVectorAdd(eye, XMLoadFloat4(&m_lights[i].direction));
		XMVECTOR up = { 0, 1, 0 };

		m_lightCameras[i].Set(eye, at, up);
	}

	// Close the command list and use it to execute the initial GPU setup.
	ThrowIfFailed(commandList->Close());
	ID3D12CommandList* ppCommandLists[] = { commandList.Get() };
	m_commandQueue->ExecuteCommandLists(_countof(ppCommandLists), ppCommandLists);

	// Create frame resources.
	for (int i = 0; i < FrameCount; i++)
	{
		m_frameResources[i] = new FrameResource(m_device.Get(), m_pipelineState.Get(), m_pipelineStateShadowMap.Get(), m_dsvHeap.Get(), m_cbvSrvHeap.Get(), &m_viewport, i);
		m_frameResources[i]->WriteConstantBuffers(&m_viewport, &m_camera, m_lightCameras, m_lights);
	}
	m_currentFrameResourceIndex = 0;
	m_pCurrentFrameResource = m_frameResources[m_currentFrameResourceIndex];

	// Create synchronization objects and wait until assets have been uploaded to the GPU.
	{
		ThrowIfFailed(m_device->CreateFence(m_fenceValue, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&m_fence)));
		m_fenceValue++;

		// Create an event handle to use for frame synchronization.
		m_fenceEvent = CreateEventEx(nullptr, FALSE, FALSE, EVENT_ALL_ACCESS);
		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.

		// Signal and increment the fence value.
		const UINT64 fenceToWaitFor = m_fenceValue;
		ThrowIfFailed(m_commandQueue->Signal(m_fence.Get(), fenceToWaitFor));
		m_fenceValue++;

		// Wait until the fence is completed.
		ThrowIfFailed(m_fence->SetEventOnCompletion(fenceToWaitFor, m_fenceEvent));
		WaitForSingleObject(m_fenceEvent, INFINITE);
	}
}