예제 #1
0
void Model::CreatePipelineState()
{
	Microsoft::WRL::ComPtr<ID3DBlob> VertexShader;
	Microsoft::WRL::ComPtr<ID3DBlob> PixelShader;

	LoadAndCompileShader(VertexShader, PixelShader);

	std::array<D3D12_INPUT_ELEMENT_DESC, 2> InputElementDesc
	{ {
		{ "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_GRAPHICS_PIPELINE_STATE_DESC PipelineStateDesc = {};
	PipelineStateDesc.InputLayout = { InputElementDesc.data(), static_cast<UINT>(InputElementDesc.size()) };
	PipelineStateDesc.pRootSignature = RootSignature.Get();
	PipelineStateDesc.VS = CD3DX12_SHADER_BYTECODE(VertexShader.Get());
	PipelineStateDesc.PS = CD3DX12_SHADER_BYTECODE(PixelShader.Get());
	PipelineStateDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
	PipelineStateDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
	PipelineStateDesc.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC(D3D12_DEFAULT);
	PipelineStateDesc.SampleMask = UINT_MAX;
	PipelineStateDesc.SampleDesc.Count = 1;
	PipelineStateDesc.NumRenderTargets = 1;
	PipelineStateDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
	PipelineStateDesc.DSVFormat = DXGI_FORMAT_D32_FLOAT;
	PipelineStateDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;

	Utility::ThrowOnFail(DeviceContext.GetDevice()->CreateGraphicsPipelineState(&PipelineStateDesc, IID_PPV_ARGS(&PipelineState)));
}
예제 #2
0
void WorldObjectEffect::createRootSigAndPSO(ComPtr<ID3D12RootSignature> &sig, ComPtr<ID3D12PipelineState> &pso)
{
	// Define the vertex input layout.
	D3D12_INPUT_ELEMENT_DESC inputElementDescs[] =
	{
		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
		{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, 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 }
		//{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
		//{ "NORMAL", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, 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 object (PSO).
	CD3DX12_BLEND_DESC blendDesc(D3D12_DEFAULT);
	blendDesc.RenderTarget[0].BlendEnable = TRUE;
	blendDesc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
	blendDesc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;//D3D12_BLEND_ONE;
	blendDesc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ZERO;
	blendDesc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;

	D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
	psoDesc.InputLayout = { inputElementDescs, _countof(inputElementDescs) };
	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;

	psoDesc.VS = { binShader_ObjectVS, sizeof(binShader_ObjectVS) };
	psoDesc.PS = { binShader_ObjectPS, sizeof(binShader_ObjectPS) };
	ThrowIfFailed(xapp().device->CreateRootSignature(0, binShader_ObjectVS, sizeof(binShader_ObjectVS), IID_PPV_ARGS(&sig)));
	sig.Get()->SetName(L"Object_root_signature");
	psoDesc.pRootSignature = sig.Get();
	ThrowIfFailed(xapp().device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&pso)));
	pso.Get()->SetName(L"state_objecteffect_init");
}
예제 #3
0
void SkyDome::OnCreate(ID3D12Device* pDevice, UploadHeapDX12* pUploadHeap, DXGI_FORMAT outFormat, ResourceViewHeapsDX12 *pResourceViewHeaps, StaticBufferPoolDX12  *pStaticBufferPool, DynamicBufferRingDX12 *pDynamicBufferRing, UINT sampleDescCount, void *pluginManager, void *msghandler)
{
    m_pDynamicBufferRing = pDynamicBufferRing;

    char buff[512];
    GetCurrentDirectoryA(512, buff);

    if (m_CubeDiffuseTexture.InitFromFile(pDevice, pUploadHeap, L"./plugins/media/envmap/diffuse.dds", pluginManager, msghandler) != 0)
        return;

    if (m_CubeSpecularTexture.InitFromFile(pDevice, pUploadHeap, L"./plugins/media/envmap/specular.dds", pluginManager, msghandler) != 0)
        return;
    
    pResourceViewHeaps->AllocCBV_SRV_UAVDescriptor(1, &m_CubeSpecularTextureSRV);
    m_CubeSpecularTexture.CreateCubeSRV(0, &m_CubeSpecularTextureSRV);

    D3D12_DEPTH_STENCIL_DESC DepthStencilDesc = CD3DX12_DEPTH_STENCIL_DESC(D3D12_DEFAULT);
    DepthStencilDesc.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
    m_skydome.OnCreate(pDevice, pUploadHeap->GetNode(), "./plugins/shaders/", "SkyDome.hlsl", outFormat, pResourceViewHeaps, pStaticBufferPool, 1, NULL, NULL, sampleDescCount);

    m_initok = true;
}
// Load the sample assets.
void D3D12HeterogeneousMultiadapter::LoadAssets()
{
	// Create the root signatures.
	{
		CD3DX12_ROOT_PARAMETER rootParameters[2];
		rootParameters[0].InitAsConstantBufferView(0, 0, D3D12_SHADER_VISIBILITY_VERTEX);
		rootParameters[1].InitAsConstantBufferView(1, 0, 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_devices[Primary]->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&m_rootSignature)));

		CD3DX12_DESCRIPTOR_RANGE ranges[1];
		ranges[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0);

		CD3DX12_ROOT_PARAMETER blurRootParameters[3];
		blurRootParameters[0].InitAsConstantBufferView(0, 0, D3D12_SHADER_VISIBILITY_PIXEL);
		blurRootParameters[1].InitAsDescriptorTable(_countof(ranges), ranges, D3D12_SHADER_VISIBILITY_PIXEL);
		blurRootParameters[2].InitAsConstantBufferView(1, 0, D3D12_SHADER_VISIBILITY_PIXEL);

		CD3DX12_STATIC_SAMPLER_DESC staticPointSampler(0);
		staticPointSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
		staticPointSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;

		CD3DX12_STATIC_SAMPLER_DESC staticLinearSampler(1);
		staticLinearSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
		staticLinearSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;

		D3D12_STATIC_SAMPLER_DESC staticSamplers[] = { staticPointSampler, staticLinearSampler };
		rootSignatureDesc.Init(_countof(blurRootParameters), blurRootParameters, _countof(staticSamplers), staticSamplers, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);

		ThrowIfFailed(D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error));
		ThrowIfFailed(m_devices[Secondary]->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&m_blurRootSignature)));
	}

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

		ThrowIfFailed(D3DCompileFromFile(GetAssetFullPath(L"blurShaders.hlsl").c_str(), nullptr, nullptr, "VSSimpleBlur", "vs_5_0", compileFlags, 0, &vertexShaderBlur, &error));
		ThrowIfFailed(D3DCompileFromFile(GetAssetFullPath(L"blurShaders.hlsl").c_str(), nullptr, nullptr, "PSSimpleBlurU", "ps_5_0", compileFlags, 0, &pixelShaderBlurU, &error));
		ThrowIfFailed(D3DCompileFromFile(GetAssetFullPath(L"blurShaders.hlsl").c_str(), nullptr, nullptr, "PSSimpleBlurV", "ps_5_0", compileFlags, 0, &pixelShaderBlurV, &error));

		// Define the vertex input layouts.
		const D3D12_INPUT_ELEMENT_DESC inputElementDescs[] =
		{
			{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
		};

		const D3D12_INPUT_ELEMENT_DESC blurInputElementDescs[] =
		{
			{ "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_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 = 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_devices[Primary]->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&m_pipelineState)));

		psoDesc.InputLayout = { blurInputElementDescs, _countof(blurInputElementDescs) };
		psoDesc.pRootSignature = m_blurRootSignature.Get();
		psoDesc.VS = CD3DX12_SHADER_BYTECODE(vertexShaderBlur.Get());
		psoDesc.PS = CD3DX12_SHADER_BYTECODE(pixelShaderBlurU.Get());
		psoDesc.DepthStencilState.DepthEnable = false;
		psoDesc.DSVFormat = DXGI_FORMAT_UNKNOWN;
		ThrowIfFailed(m_devices[Secondary]->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&m_blurPipelineStates[0])));

		psoDesc.PS = CD3DX12_SHADER_BYTECODE(pixelShaderBlurV.Get());
		ThrowIfFailed(m_devices[Secondary]->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&m_blurPipelineStates[1])));
	}

	// Create the command lists.
	ThrowIfFailed(m_devices[Primary]->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_directCommandAllocators[Primary][m_frameIndex].Get(), m_pipelineState.Get(), IID_PPV_ARGS(&m_directCommandLists[Primary])));
	ThrowIfFailed(m_devices[Primary]->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_COPY, m_copyCommandAllocators[m_frameIndex].Get(), m_pipelineState.Get(), IID_PPV_ARGS(&m_copyCommandList)));
	ThrowIfFailed(m_copyCommandList->Close());

	ThrowIfFailed(m_devices[Secondary]->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_directCommandAllocators[Secondary][m_frameIndex].Get(), m_blurPipelineStates[0].Get(), IID_PPV_ARGS(&m_directCommandLists[Secondary])));

	// 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.
	ComPtr<ID3D12Resource> vertexBufferUpload;
	ComPtr<ID3D12Resource> fullscreenQuadVertexBufferUpload;

	// Create the vertex buffer for the primary adapter.
	{
		// Define the geometry for a triangle.
		Vertex triangleVertices[] =
		{
			{ { 0.0f, TriangleHalfWidth, TriangleDepth } },
			{ { TriangleHalfWidth, -TriangleHalfWidth, TriangleDepth } },
			{ { -TriangleHalfWidth, -TriangleHalfWidth, TriangleDepth } }
		};

		const UINT vertexBufferSize = sizeof(triangleVertices);

		ThrowIfFailed(m_devices[Primary]->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_devices[Primary]->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)));

		// 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*>(triangleVertices);
		vertexData.RowPitch = vertexBufferSize;
		vertexData.SlicePitch = vertexData.RowPitch;

		UpdateSubresources<1>(m_directCommandLists[Primary].Get(), m_vertexBuffer.Get(), vertexBufferUpload.Get(), 0, 0, 1, &vertexData);
		m_directCommandLists[Primary]->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(triangleVertices);
	}

	// Create the vertex buffer for the secondary adapter.
	{
		// Define the geometry for a fullscreen triangle.
		VertexPositionUV 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_devices[Secondary]->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_fullscreenQuadVertexBuffer)));

		ThrowIfFailed(m_devices[Secondary]->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(&fullscreenQuadVertexBufferUpload)));

		// 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_directCommandLists[Secondary].Get(), m_fullscreenQuadVertexBuffer.Get(), fullscreenQuadVertexBufferUpload.Get(), 0, 0, 1, &vertexData);
		m_directCommandLists[Secondary]->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_fullscreenQuadVertexBuffer.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER));

		// Initialize the vertex buffer view.
		m_fullscreenQuadVertexBufferView.BufferLocation = m_fullscreenQuadVertexBuffer->GetGPUVirtualAddress();
		m_fullscreenQuadVertexBufferView.StrideInBytes = sizeof(VertexPositionUV);
		m_fullscreenQuadVertexBufferView.SizeInBytes = sizeof(quadVertices);
	}

	// 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;

		const CD3DX12_CLEAR_VALUE clearValue(DXGI_FORMAT_D32_FLOAT, 1.0f, 0);

		ThrowIfFailed(m_devices[Primary]->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,
			&clearValue,
			IID_PPV_ARGS(&m_depthStencil)
			));

		m_devices[Primary]->CreateDepthStencilView(m_depthStencil.Get(), &depthStencilDesc, m_dsvHeap->GetCPUDescriptorHandleForHeapStart());
	}

	// Create the constant buffers.
	{
		{
			const UINT64 constantBufferSize = sizeof(ConstantBufferData) * MaxTriangleCount * FrameCount;

			ThrowIfFailed(m_devices[Primary]->CreateCommittedResource(
				&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
				D3D12_HEAP_FLAG_NONE,
				&CD3DX12_RESOURCE_DESC::Buffer(constantBufferSize),
				D3D12_RESOURCE_STATE_GENERIC_READ,
				nullptr,
				IID_PPV_ARGS(&m_constantBuffer)));

			// Setup constant buffer data.
			for (UINT n = 0; n < MaxTriangleCount; n++)
			{
				m_constantBufferData[n].velocity = XMFLOAT4(GetRandomFloat(0.01f, 0.02f), 0.0f, 0.0f, 0.0f);
				m_constantBufferData[n].offset = XMFLOAT4(GetRandomFloat(-5.0f, -1.5f), GetRandomFloat(-1.0f, 1.0f), GetRandomFloat(0.0f, 2.0f), 0.0f);
				m_constantBufferData[n].color = XMFLOAT4(GetRandomFloat(0.5f, 1.0f), GetRandomFloat(0.5f, 1.0f), GetRandomFloat(0.5f, 1.0f), 1.0f);
				XMStoreFloat4x4(&m_constantBufferData[n].projection, XMMatrixTranspose(XMMatrixPerspectiveFovLH(XM_PIDIV4, m_aspectRatio, 0.01f, 20.0f)));
			}

			// Map 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)));
			memcpy(m_pCbvDataBegin, &m_constantBufferData[0], constantBufferSize / FrameCount);
		}

		{
			const UINT64 workloadConstantBufferSize = sizeof(WorkloadConstantBufferData) * FrameCount;

			ThrowIfFailed(m_devices[Primary]->CreateCommittedResource(
				&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
				D3D12_HEAP_FLAG_NONE,
				&CD3DX12_RESOURCE_DESC::Buffer(workloadConstantBufferSize),
				D3D12_RESOURCE_STATE_GENERIC_READ,
				nullptr,
				IID_PPV_ARGS(&m_workloadConstantBuffer)));

			// Setup constant buffer data.
			m_workloadConstantBufferData.loopCount = m_psLoopCount;

			// Map 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_workloadConstantBuffer->Map(0, &readRange, reinterpret_cast<void**>(&m_pWorkloadCbvDataBegin)));
			memcpy(m_pWorkloadCbvDataBegin, &m_workloadConstantBufferData, workloadConstantBufferSize / FrameCount);
		}

		{
			const UINT64 blurWorkloadConstantBufferSize = sizeof(WorkloadConstantBufferData) * FrameCount;

			ThrowIfFailed(m_devices[Secondary]->CreateCommittedResource(
				&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
				D3D12_HEAP_FLAG_NONE,
				&CD3DX12_RESOURCE_DESC::Buffer(blurWorkloadConstantBufferSize),
				D3D12_RESOURCE_STATE_GENERIC_READ,
				nullptr,
				IID_PPV_ARGS(&m_blurWorkloadConstantBuffer)));

			// Setup constant buffer data.
			m_blurWorkloadConstantBufferData.loopCount = m_blurPSLoopCount;

			// Map 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_blurWorkloadConstantBuffer->Map(0, &readRange, reinterpret_cast<void**>(&m_pBlurWorkloadCbvDataBegin)));
			memcpy(m_pBlurWorkloadCbvDataBegin, &m_blurWorkloadConstantBufferData, blurWorkloadConstantBufferSize / FrameCount);
		}

		{
			ThrowIfFailed(m_devices[Secondary]->CreateCommittedResource(
				&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
				D3D12_HEAP_FLAG_NONE,
				&CD3DX12_RESOURCE_DESC::Buffer(sizeof(BlurConstantBufferData)),
				D3D12_RESOURCE_STATE_GENERIC_READ,
				nullptr,
				IID_PPV_ARGS(&m_blurConstantBuffer)));

			// Map the constant buffer.
			CD3DX12_RANGE readRange(0, 0);		// We do not intend to read from this resource on the CPU.
			ThrowIfFailed(m_blurConstantBuffer->Map(0, &readRange, reinterpret_cast<void**>(&m_pBlurCbvDataBegin)));

			// Setup constant buffer data.
			m_pBlurCbvDataBegin[0].offset = 0.5f;
			m_pBlurCbvDataBegin[0].textureDimensions.x = static_cast<float>(m_width);
			m_pBlurCbvDataBegin[0].textureDimensions.y = static_cast<float>(m_height);

			// Unmap the constant buffer because we don't update this again.
			// If we ever do, it should be buffered by the number of frames like other constant buffers.
			const CD3DX12_RANGE emptyRange(0, 0);
			m_blurConstantBuffer->Unmap(0, &emptyRange);
			m_pBlurCbvDataBegin = nullptr;
		}
	}

	// Close the command lists and execute them to begin the vertex buffer copies into the default heaps.
	for (UINT i = 0; i < GraphicsAdaptersCount; i++)
	{
		ThrowIfFailed(m_directCommandLists[i]->Close());
		ID3D12CommandList* ppCommandLists[] = { m_directCommandLists[i].Get() };
		m_directCommandQueues[i]->ExecuteCommandLists(_countof(ppCommandLists), ppCommandLists);
	}

	// Create synchronization objects and wait until assets have been uploaded to the GPU.
	// We use a cross-adapter fence for handling Signals and Waits between adapters.
	// We use regular fences for things that don't need to be cross adapter because they don't need the additional overhead associated with being cross-adapter.
	{
		// Fence used to control CPU pacing.
		ThrowIfFailed(m_devices[Secondary]->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&m_frameFence)));

		// Fence used by the primary adapter to signal its copy queue that it has completed rendering.
		// When this is signaled, the primary adapter's copy queue can begin copying to the cross-adapter shared resource.
		ThrowIfFailed(m_devices[Primary]->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&m_renderFence)));	

		// Cross-adapter shared fence used by both adapters.
		// Used by the primary adapter to signal the secondary adapter that it has completed copying to the cross-adapter shared resource.
		// When this is signaled, the secondary adapter can begin its work.
		ThrowIfFailed(m_devices[Primary]->CreateFence(0, D3D12_FENCE_FLAG_SHARED | D3D12_FENCE_FLAG_SHARED_CROSS_ADAPTER, IID_PPV_ARGS(&m_crossAdapterFences[Primary]))); 

		// For now, require GENERIC_ALL access.
		HANDLE fenceHandle = nullptr;
		ThrowIfFailed(m_devices[Primary]->CreateSharedHandle(
			m_crossAdapterFences[Primary].Get(),
			nullptr,
			GENERIC_ALL,
			nullptr,
			&fenceHandle));

		HRESULT openSharedHandleResult = m_devices[Secondary]->OpenSharedHandle(fenceHandle, IID_PPV_ARGS(&m_crossAdapterFences[Secondary]));

		// We can close the handle after opening the cross-adapter shared fence.
		CloseHandle(fenceHandle);

		ThrowIfFailed(openSharedHandleResult);

		for (UINT i = 0; i < GraphicsAdaptersCount; i++)
		{
			// Create an event handle to use for frame synchronization.
			m_fenceEvents[i] = CreateEventEx(nullptr, FALSE, FALSE, EVENT_ALL_ACCESS);
			if (m_fenceEvents == 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(static_cast<GraphicsAdapter>(i));
		}
	}
}
// Load the sample assets.
void D3D12DynamicIndexing::LoadAssets()
{
	// 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.
	ComPtr<ID3D12Resource> vertexBufferUploadHeap;
	ComPtr<ID3D12Resource> indexBufferUploadHeap;
	ComPtr<ID3D12Resource> textureUploadHeap;
	ComPtr<ID3D12Resource> materialsUploadHeap;

	// Create the root signature.
	{
		CD3DX12_DESCRIPTOR_RANGE ranges[3];
		ranges[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1 + CityMaterialCount, 0);  // Diffuse texture + array of materials.
		ranges[1].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 1, 0);
		ranges[2].Init(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0);

		CD3DX12_ROOT_PARAMETER rootParameters[4];
		rootParameters[0].InitAsDescriptorTable(1, &ranges[0], D3D12_SHADER_VISIBILITY_PIXEL);
		rootParameters[1].InitAsDescriptorTable(1, &ranges[1], D3D12_SHADER_VISIBILITY_PIXEL);
		rootParameters[2].InitAsDescriptorTable(1, &ranges[2], D3D12_SHADER_VISIBILITY_VERTEX);
		rootParameters[3].InitAsConstants(1, 0, 0, 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)));
		NAME_D3D12_OBJECT(m_rootSignature);
	}

	// Create the pipeline state, which includes loading shaders.
	{
		UINT8* pVertexShaderData;
		UINT8* pPixelShaderData;
		UINT vertexShaderDataLength;
		UINT pixelShaderDataLength;

		ThrowIfFailed(ReadDataFromFile(GetAssetFullPath(L"shader_mesh_simple_vert.cso").c_str(), &pVertexShaderData, &vertexShaderDataLength));
		ThrowIfFailed(ReadDataFromFile(GetAssetFullPath(L"shader_mesh_dynamic_indexing_pixel.cso").c_str(), &pPixelShaderData, &pixelShaderDataLength));

		CD3DX12_RASTERIZER_DESC rasterizerStateDesc(D3D12_DEFAULT);
		rasterizerStateDesc.CullMode = D3D12_CULL_MODE_NONE;

		// Describe and create the graphics pipeline state object (PSO).
		D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
		psoDesc.InputLayout = { SampleAssets::StandardVertexDescription, SampleAssets::StandardVertexDescriptionNumElements };
		psoDesc.pRootSignature = m_rootSignature.Get();
		psoDesc.VS = CD3DX12_SHADER_BYTECODE(pVertexShaderData, vertexShaderDataLength);
		psoDesc.PS = CD3DX12_SHADER_BYTECODE(pPixelShaderData, pixelShaderDataLength);
		psoDesc.RasterizerState = rasterizerStateDesc;
		psoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
		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);

		delete pVertexShaderData;
		delete pPixelShaderData;
	}

	ThrowIfFailed(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_commandAllocator.Get(), nullptr, IID_PPV_ARGS(&m_commandList)));
	NAME_D3D12_OBJECT(m_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);

		NAME_D3D12_OBJECT_INDEXED(m_renderTargets, i);
	}

	// Read in mesh data for vertex/index buffers.
	UINT8* pMeshData;
	UINT meshDataLength;
	ThrowIfFailed(ReadDataFromFile(GetAssetFullPath(SampleAssets::DataFileName).c_str(), &pMeshData, &meshDataLength));

	// 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(&vertexBufferUploadHeap)));

		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 = pMeshData + SampleAssets::VertexDataOffset;
		vertexData.RowPitch = SampleAssets::VertexDataSize;
		vertexData.SlicePitch = vertexData.RowPitch;

		UpdateSubresources<1>(m_commandList.Get(), m_vertexBuffer.Get(), vertexBufferUploadHeap.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 = SampleAssets::StandardVertexStride;
		m_vertexBufferView.SizeInBytes = SampleAssets::VertexDataSize;
	}

	// 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(&indexBufferUploadHeap)));

		NAME_D3D12_OBJECT(m_indexBuffer);

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

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

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

		m_numIndices = SampleAssets::IndexDataSize / 4;	// R32_UINT (SampleAssets::StandardIndexFormat) = 4 bytes each.
	}

	// Create the textures and sampler.
	{
		// Procedurally generate an array of textures to use as city materials.
		{
			// All of these materials use the same texture desc.
			D3D12_RESOURCE_DESC textureDesc = {};
			textureDesc.MipLevels = 1;
			textureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
			textureDesc.Width = CityMaterialTextureWidth;
			textureDesc.Height = CityMaterialTextureHeight;
			textureDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
			textureDesc.DepthOrArraySize = 1;
			textureDesc.SampleDesc.Count = 1;
			textureDesc.SampleDesc.Quality = 0;
			textureDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;

			// The textures evenly span the color rainbow so that each city gets
			// a different material.
			float materialGradStep = (1.0f / static_cast<float>(CityMaterialCount));

			// Generate texture data.
			std::vector<std::vector<unsigned char>> cityTextureData;
			cityTextureData.resize(CityMaterialCount);
			for (UINT i = 0; i < CityMaterialCount; ++i)
			{
				ThrowIfFailed(m_device->CreateCommittedResource(
					&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
					D3D12_HEAP_FLAG_NONE,
					&textureDesc,
					D3D12_RESOURCE_STATE_COPY_DEST,
					nullptr,
					IID_PPV_ARGS(&m_cityMaterialTextures[i])));

				NAME_D3D12_OBJECT_INDEXED(m_cityMaterialTextures, i);

				// Fill the texture.
				float t = i * materialGradStep;
				cityTextureData[i].resize(CityMaterialTextureWidth * CityMaterialTextureHeight * CityMaterialTextureChannelCount);
				for (int x = 0; x < CityMaterialTextureWidth; ++x)
				{
					for (int y = 0; y < CityMaterialTextureHeight; ++y)
					{
						// Compute the appropriate index into the buffer based on the x/y coordinates.
						int pixelIndex = (y * CityMaterialTextureChannelCount * CityMaterialTextureWidth) + (x * CityMaterialTextureChannelCount);

						// Determine this row's position along the rainbow gradient.
						float tPrime = t + ((static_cast<float>(y) / static_cast<float>(CityMaterialTextureHeight)) * materialGradStep);

						// Compute the RGB value for this position along the rainbow
						// and pack the pixel value.
						XMVECTOR hsl = XMVectorSet(tPrime, 0.5f, 0.5f, 1.0f);
						XMVECTOR rgb = XMColorHSLToRGB(hsl);
						cityTextureData[i][pixelIndex + 0] = static_cast<unsigned char>((255 * XMVectorGetX(rgb)));
						cityTextureData[i][pixelIndex + 1] = static_cast<unsigned char>((255 * XMVectorGetY(rgb)));
						cityTextureData[i][pixelIndex + 2] = static_cast<unsigned char>((255 * XMVectorGetZ(rgb)));
						cityTextureData[i][pixelIndex + 3] = 255;
					}
				}
			}

			// Upload texture data to the default heap resources.
			{
				const UINT subresourceCount = textureDesc.DepthOrArraySize * textureDesc.MipLevels;
				const UINT64 uploadBufferStep = GetRequiredIntermediateSize(m_cityMaterialTextures[0].Get(), 0, subresourceCount); // All of our textures are the same size in this case.
				const UINT64 uploadBufferSize = uploadBufferStep * CityMaterialCount;
				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(&materialsUploadHeap)));

				for (int i = 0; i < CityMaterialCount; ++i)
				{
					// Copy data to the intermediate upload heap and then schedule 
					// a copy from the upload heap to the appropriate texture.
					D3D12_SUBRESOURCE_DATA textureData = {};
					textureData.pData = &cityTextureData[i][0];
					textureData.RowPitch = static_cast<LONG_PTR>((CityMaterialTextureChannelCount * textureDesc.Width));
					textureData.SlicePitch = textureData.RowPitch * textureDesc.Height;

					UpdateSubresources(m_commandList.Get(), m_cityMaterialTextures[i].Get(), materialsUploadHeap.Get(), i * uploadBufferStep, 0, subresourceCount, &textureData);
					m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_cityMaterialTextures[i].Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE));
				}
			}
		}

		// Load the occcity diffuse texture with baked-in ambient lighting.
		// This texture will be blended with a texture from the materials
		// array in the pixel shader.
		{
			D3D12_RESOURCE_DESC textureDesc = {};
			textureDesc.MipLevels = SampleAssets::Textures[0].MipLevels;
			textureDesc.Format = SampleAssets::Textures[0].Format;
			textureDesc.Width = SampleAssets::Textures[0].Width;
			textureDesc.Height = SampleAssets::Textures[0].Height;
			textureDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
			textureDesc.DepthOrArraySize = 1;
			textureDesc.SampleDesc.Count = 1;
			textureDesc.SampleDesc.Quality = 0;
			textureDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;

			ThrowIfFailed(m_device->CreateCommittedResource(
				&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
				D3D12_HEAP_FLAG_NONE,
				&textureDesc,
				D3D12_RESOURCE_STATE_COPY_DEST,
				nullptr,
				IID_PPV_ARGS(&m_cityDiffuseTexture)));

			const UINT subresourceCount = textureDesc.DepthOrArraySize * textureDesc.MipLevels;
			const UINT64 uploadBufferSize = GetRequiredIntermediateSize(m_cityDiffuseTexture.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(&textureUploadHeap)));

			NAME_D3D12_OBJECT(m_cityDiffuseTexture);

			// Copy data to the intermediate upload heap and then schedule 
			// a copy from the upload heap to the diffuse texture.
			D3D12_SUBRESOURCE_DATA textureData = {};
			textureData.pData = pMeshData + SampleAssets::Textures[0].Data[0].Offset;
			textureData.RowPitch = SampleAssets::Textures[0].Data[0].Pitch;
			textureData.SlicePitch = SampleAssets::Textures[0].Data[0].Size;

			UpdateSubresources(m_commandList.Get(), m_cityDiffuseTexture.Get(), textureUploadHeap.Get(), 0, 0, subresourceCount, &textureData);
			m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_cityDiffuseTexture.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE));
		}

		// Describe and create a sampler.
		D3D12_SAMPLER_DESC samplerDesc = {};
		samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
		samplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
		samplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
		samplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
		samplerDesc.MinLOD = 0;
		samplerDesc.MaxLOD = D3D12_FLOAT32_MAX;
		samplerDesc.MipLODBias = 0.0f;
		samplerDesc.MaxAnisotropy = 1;
		samplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
		m_device->CreateSampler(&samplerDesc, m_samplerHeap->GetCPUDescriptorHandleForHeapStart());

		// Create SRV for the city's diffuse texture.
		CD3DX12_CPU_DESCRIPTOR_HANDLE srvHandle(m_cbvSrvHeap->GetCPUDescriptorHandleForHeapStart(), 0, m_cbvSrvDescriptorSize);
		D3D12_SHADER_RESOURCE_VIEW_DESC diffuseSrvDesc = {};
		diffuseSrvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
		diffuseSrvDesc.Format = SampleAssets::Textures->Format;
		diffuseSrvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
		diffuseSrvDesc.Texture2D.MipLevels = 1;
		m_device->CreateShaderResourceView(m_cityDiffuseTexture.Get(), &diffuseSrvDesc, srvHandle);
		srvHandle.Offset(m_cbvSrvDescriptorSize);

		// Create SRVs for each city material.
		for (int i = 0; i < CityMaterialCount; ++i)
		{
			D3D12_SHADER_RESOURCE_VIEW_DESC materialSrvDesc = {};
			materialSrvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
			materialSrvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
			materialSrvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
			materialSrvDesc.Texture2D.MipLevels = 1;
			m_device->CreateShaderResourceView(m_cityMaterialTextures[i].Get(), &materialSrvDesc, srvHandle);

			srvHandle.Offset(m_cbvSrvDescriptorSize);
		}
	}

	delete pMeshData;

	// 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());
	}

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

	CreateFrameResources();

	// 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 = 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.

		// 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);
	}
}
// 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();
    }
}
예제 #7
0
void GltfPbr::CreatePipeline(ID3D12Device* pDevice, UINT node, std::vector<std::string> semanticNames, std::vector<D3D12_INPUT_ELEMENT_DESC> layout, PBRPrimitives *pPrimitive)
{
    //=================================================================================================
    // let vertex shader know what buffers are present
    // The Shader Code glTF20_EX.hlsl has if defs that are enable using these attributes when compiled
    // and ref by the D3D12_GRAPHICS_PIPELINE_STATE_DESC 
    //=================================================================================================
    bool Has_Normals = false;

    std::map<std::string, std::string> attributeDefines;
    for (unsigned int i = 0; i < layout.size(); i++)
    {
        layout[i].SemanticName = semanticNames[i].c_str();
        attributeDefines[std::string("HAS_") + layout[i].SemanticName] = "1";

        if (semanticNames[i].compare("NORMAL") == 0) Has_Normals = true;

    }

    // Compile shaders
    //
    ID3DBlob *pBlobShaderVert, *pBlobShaderPixel;
    {
        // build macro structure
        //
        std::vector<D3D_SHADER_MACRO> macros;
        CompileMacros(&attributeDefines, &macros);
        CompileMacros(&pPrimitive->m_pMaterial->m_defines, &macros);
        macros.push_back(D3D_SHADER_MACRO{ NULL, NULL });

        ID3DBlob *pError;
        D3DCompileFromFile(L"./plugins/shaders/glTF20_EX.hlsl", macros.data(), nullptr, "mainVS", "vs_5_0", 0, 0, &pBlobShaderVert, &pError);
        D3DCompileFromFile(L"./plugins/shaders/glTF20_EX.hlsl", macros.data(), nullptr, "mainPS", "ps_5_0", 0, 0, &pBlobShaderPixel, &pError);
        if (pError != NULL)
        {
            char *msg = (char *)pError->GetBufferPointer();
            MessageBoxA(0, msg, "", 0);
        }
    }

    // Create root signature
    //
    {
        CD3DX12_DESCRIPTOR_RANGE DescRange[4];
        DescRange[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0);		// b0 <- per frame
        DescRange[1].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, pPrimitive->m_pMaterial->m_textureCount, 0);		// t0 <- per material
        DescRange[2].Init(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 1);		// b1 <- per material parameters
        DescRange[3].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 5, 0);	// s0 <- samplers

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

        // the root signature contains 3 slots to be used
        CD3DX12_ROOT_SIGNATURE_DESC descRootSignature = CD3DX12_ROOT_SIGNATURE_DESC();
        descRootSignature.NumParameters = 4;
        descRootSignature.pParameters = RTSlot;
        descRootSignature.NumStaticSamplers = 0;
        descRootSignature.pStaticSamplers = NULL;

        // deny uneccessary access to certain pipeline stages   
        descRootSignature.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE
            | D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT
            //| D3D12_ROOT_SIGNATURE_FLAG_DENY_VERTEX_SHADER_ROOT_ACCESS
            | 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;

        ID3DBlob *pOutBlob, *pErrorBlob = NULL;
        ThrowIfFailed(D3D12SerializeRootSignature(&descRootSignature, D3D_ROOT_SIGNATURE_VERSION_1, &pOutBlob, &pErrorBlob));
        ThrowIfFailed(
            pDevice->CreateRootSignature(
                node,
                pOutBlob->GetBufferPointer(),
                pOutBlob->GetBufferSize(),
                IID_PPV_ARGS(&pPrimitive->m_RootSignature))
        );
        pPrimitive->m_RootSignature->SetName(L"OnCreatePrimitiveColorPass");

        pOutBlob->Release();
        if (pErrorBlob)
            pErrorBlob->Release();
    }

    D3D12_RENDER_TARGET_BLEND_DESC blendingOpaque = D3D12_RENDER_TARGET_BLEND_DESC
    {
        FALSE,FALSE,
        D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
        D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
        D3D12_LOGIC_OP_NOOP,
        D3D12_COLOR_WRITE_ENABLE_ALL,
    };

    D3D12_RENDER_TARGET_BLEND_DESC blendingBlend = D3D12_RENDER_TARGET_BLEND_DESC
    {
        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,
    };

    // Create a PSO description
    //
    if (!pBlobShaderVert || !pBlobShaderPixel)
    {
        throw 1;
    }

    D3D12_GRAPHICS_PIPELINE_STATE_DESC descPso = {};
    
    descPso.InputLayout = { layout.data(), (UINT)layout.size() };
    descPso.pRootSignature = pPrimitive->m_RootSignature.Get();
    descPso.VS = { reinterpret_cast<BYTE*>(pBlobShaderVert->GetBufferPointer()), pBlobShaderVert->GetBufferSize() };
    descPso.PS = { reinterpret_cast<BYTE*>(pBlobShaderPixel->GetBufferPointer()), pBlobShaderPixel->GetBufferSize() };
    descPso.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
    descPso.RasterizerState.CullMode = D3D12_CULL_MODE_FRONT;

    // Decide on default view based on attributes available
    if (m_pGLTFData)
    {
        if(m_pGLTFData->isBinFile)
            descPso.RasterizerState.FillMode = D3D12_FILL_MODE_WIREFRAME;
        else {
            if (Has_Normals)
            {
                descPso.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
            }
            else
                descPso.RasterizerState.FillMode = D3D12_FILL_MODE_WIREFRAME;
        }
    }
    else 
    {
        if (Has_Normals)
        {
            descPso.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
        }
        else
            descPso.RasterizerState.FillMode = D3D12_FILL_MODE_WIREFRAME;
    }

    descPso.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
    descPso.BlendState.IndependentBlendEnable = TRUE;
    descPso.BlendState.RenderTarget[0] = blendingBlend;
    descPso.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC(D3D12_DEFAULT);
    descPso.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS;
    descPso.SampleMask = UINT_MAX;
    descPso.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
    descPso.NumRenderTargets = 1;
    descPso.RTVFormats[0] = DXGI_FORMAT_R16G16B16A16_UNORM;
    descPso.DSVFormat = DXGI_FORMAT_D32_FLOAT;
    descPso.SampleDesc.Count = 4;
    descPso.NodeMask = node;
    descPso.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
    ThrowIfFailed(
        pDevice->CreateGraphicsPipelineState(&descPso, IID_PPV_ARGS(&pPrimitive->m_PipelineRender))
    );

    // create samplers if not initialized (this should happen once)
    if (m_sampler.GetSize()==0)
    {
        m_pResourceViewHeaps->AllocSamplerDescriptor(5, &m_sampler);

        //for pbr materials
        D3D12_SAMPLER_DESC SamplerDesc;
        ZeroMemory(&SamplerDesc, sizeof(SamplerDesc));
        SamplerDesc.Filter = D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT;
        SamplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
        SamplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
        SamplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
        SamplerDesc.BorderColor[0] = 0.0f;
        SamplerDesc.BorderColor[1] = 0.0f;
        SamplerDesc.BorderColor[2] = 0.0f;
        SamplerDesc.BorderColor[3] = 0.0f;
        SamplerDesc.MinLOD = 0.0f;
        SamplerDesc.MaxLOD = D3D12_FLOAT32_MAX;
        SamplerDesc.MipLODBias = 0;
        SamplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
        SamplerDesc.MaxAnisotropy = 1;
        pDevice->CreateSampler(&SamplerDesc, m_sampler.GetCPU(0));


        // diffuse env map sampler
        ZeroMemory(&SamplerDesc, sizeof(SamplerDesc));
        SamplerDesc.Filter = D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT;
        SamplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
        SamplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
        SamplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
        SamplerDesc.BorderColor[0] = 0.0f;
        SamplerDesc.BorderColor[1] = 0.0f;
        SamplerDesc.BorderColor[2] = 0.0f;
        SamplerDesc.BorderColor[3] = 0.0f;
        SamplerDesc.MinLOD = 0.0f;
        SamplerDesc.MaxLOD = D3D12_FLOAT32_MAX;
        SamplerDesc.MipLODBias = 0;
        SamplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
        SamplerDesc.MaxAnisotropy = 1;
        pDevice->CreateSampler(&SamplerDesc, m_sampler.GetCPU(1));

        // specular env map sampler
        ZeroMemory(&SamplerDesc, sizeof(SamplerDesc));
        SamplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
        SamplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
        SamplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
        SamplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
        SamplerDesc.BorderColor[0] = 0.0f;
        SamplerDesc.BorderColor[1] = 0.0f;
        SamplerDesc.BorderColor[2] = 0.0f;
        SamplerDesc.BorderColor[3] = 0.0f;
        SamplerDesc.MinLOD = 0.0f;
        SamplerDesc.MaxLOD = D3D12_FLOAT32_MAX;
        SamplerDesc.MipLODBias = 0;
        SamplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
        SamplerDesc.MaxAnisotropy = 1;
        pDevice->CreateSampler(&SamplerDesc, m_sampler.GetCPU(2));

        // specular BRDF lut sampler
        ZeroMemory(&SamplerDesc, sizeof(SamplerDesc));
        SamplerDesc.Filter = D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT;
        SamplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
        SamplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
        SamplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
        SamplerDesc.BorderColor[0] = 0.0f;
        SamplerDesc.BorderColor[1] = 0.0f;
        SamplerDesc.BorderColor[2] = 0.0f;
        SamplerDesc.BorderColor[3] = 0.0f;
        SamplerDesc.MinLOD = 0.0f;
        SamplerDesc.MaxLOD = D3D12_FLOAT32_MAX;
        SamplerDesc.MipLODBias = 0;
        SamplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
        SamplerDesc.MaxAnisotropy = 1;
        pDevice->CreateSampler(&SamplerDesc, m_sampler.GetCPU(3));

        // specular BRDF lut sampler
        D3D12_SAMPLER_DESC samplerShadow = {
            D3D12_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT,
            D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
            D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
            D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
            0.0f,
            1u,
            D3D12_COMPARISON_FUNC_LESS_EQUAL,
            { 0.0f, 0.0f, 0.0f, 0.0f },
            0.0f,
            D3D12_FLOAT32_MAX
        };

        pDevice->CreateSampler(&samplerShadow, m_sampler.GetCPU(4));
    }

    pPrimitive->m_sampler = &m_sampler;
}
void CrossNodeResources::LoadAssets()
{
    // Create the root signatures.
    // Root signatures may be shared across GPU nodes.
    {
        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 for rendering the triangle scene.
        {
            CD3DX12_DESCRIPTOR_RANGE1 sceneRanges[1];
            sceneRanges[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC);

            CD3DX12_ROOT_PARAMETER1 sceneRootParameters[2];
            sceneRootParameters[0].InitAsDescriptorTable(1, &sceneRanges[0], D3D12_SHADER_VISIBILITY_VERTEX);
            sceneRootParameters[1].InitAsConstants(1, 1, 0, D3D12_SHADER_VISIBILITY_VERTEX);

            CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC sceneRootSignatureDesc;
            sceneRootSignatureDesc.Init_1_1(_countof(sceneRootParameters), sceneRootParameters, 0, nullptr, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);

            ComPtr<ID3DBlob> signature;
            ComPtr<ID3DBlob> error;
            ThrowIfFailed(D3DX12SerializeVersionedRootSignature(&sceneRootSignatureDesc, featureData.HighestVersion, &signature, &error));
            ThrowIfFailed(m_device->CreateRootSignature(Settings::SharedNodeMask, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&m_sceneRootSignature)));
        }

        // Create a root signature for the post-process pass.
        {
            CD3DX12_DESCRIPTOR_RANGE1 postRanges[2];
            postRanges[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, Settings::SceneHistoryCount, 0, 0, D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC_WHILE_SET_AT_EXECUTE);
            postRanges[1].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 1, 0);

            CD3DX12_ROOT_PARAMETER1 postRootParameters[3];
            postRootParameters[0].InitAsDescriptorTable(1, &postRanges[0], D3D12_SHADER_VISIBILITY_PIXEL);
            postRootParameters[1].InitAsDescriptorTable(1, &postRanges[1], D3D12_SHADER_VISIBILITY_PIXEL);
            postRootParameters[2].InitAsConstants(2, 0, 0, D3D12_SHADER_VISIBILITY_PIXEL);

            CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC postRootSignatureDesc;
            postRootSignatureDesc.Init_1_1(_countof(postRootParameters), postRootParameters, 0, nullptr, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);

            ComPtr<ID3DBlob> signature;
            ComPtr<ID3DBlob> error;
            ThrowIfFailed(D3DX12SerializeVersionedRootSignature(&postRootSignatureDesc, featureData.HighestVersion, &signature, &error));
            ThrowIfFailed(m_device->CreateRootSignature(Settings::SharedNodeMask, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&m_postRootSignature)));
        }
    }

    // Create the pipeline state, which includes compiling and loading shaders.
    // Pipeline states may be shared across GPU nodes.
    {
        // Define the vertex input layout for the triangle scene.
        D3D12_INPUT_ELEMENT_DESC inputElementDescs[] =
        {
            { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
        };

        // Describe and create the graphics pipeline state objects (PSO).
        D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
        psoDesc.InputLayout = { inputElementDescs, _countof(inputElementDescs) };
        psoDesc.pRootSignature = m_sceneRootSignature.Get();
        psoDesc.VS = { g_SceneVS, sizeof(g_SceneVS) };
        psoDesc.PS = { g_ScenePS, sizeof(g_ScenePS) };
        psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
        psoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
        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;
        psoDesc.NodeMask = Settings::SharedNodeMask;

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

        // Define the vertex input layout for the post-process fullscreen quad.
        D3D12_INPUT_ELEMENT_DESC postInputElementDescs[] =
        {
            { "POSITION", 0, DXGI_FORMAT_R32G32B32_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 PSO for the post-process pass.
        D3D12_GRAPHICS_PIPELINE_STATE_DESC postPsoDesc = {};
        postPsoDesc.InputLayout = { postInputElementDescs, _countof(postInputElementDescs) };
        postPsoDesc.pRootSignature = m_postRootSignature.Get();
        postPsoDesc.VS = { g_PostVS, sizeof(g_PostVS) };
        postPsoDesc.PS = { g_PostPS, sizeof(g_PostPS) };
        postPsoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
        postPsoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
        postPsoDesc.DepthStencilState.DepthEnable = FALSE;
        postPsoDesc.DepthStencilState.StencilEnable = FALSE;
        postPsoDesc.SampleMask = UINT_MAX;
        postPsoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
        postPsoDesc.NumRenderTargets = 1;
        postPsoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
        postPsoDesc.SampleDesc.Count = 1;
        postPsoDesc.NodeMask = Settings::SharedNodeMask;

        ThrowIfFailed(m_device->CreateGraphicsPipelineState(&postPsoDesc, IID_PPV_ARGS(&m_postPipelineState)));
    }

    // Create and map the constant buffers.
    // Upload heaps live in system memory and can be made visible to all GPU nodes.
    {
        const UINT constantBufferDataSize = Settings::TriangleCount * Settings::SceneConstantBufferFrames * sizeof(SceneConstantBuffer);

        D3D12_HEAP_PROPERTIES uploadHeapProps = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD);
        uploadHeapProps.VisibleNodeMask = Settings::SharedNodeMask;

        ThrowIfFailed(m_device->CreateCommittedResource(
                          &uploadHeapProps,
                          D3D12_HEAP_FLAG_NONE,
                          &CD3DX12_RESOURCE_DESC::Buffer(constantBufferDataSize),
                          D3D12_RESOURCE_STATE_GENERIC_READ,
                          nullptr,
                          IID_PPV_ARGS(&m_sceneConstantBuffer)));

        // Map the constant buffers. We don't unmap this until the app closes.
        // Keeping things mapped for the lifetime of the resource is okay.
        ThrowIfFailed(m_sceneConstantBuffer->Map(0, nullptr, reinterpret_cast<void**>(&m_mappedConstantBuffer)));
        ZeroMemory(m_mappedConstantBuffer, constantBufferDataSize);
    }
}
// Load the sample assets.
void D3D12Bundles::LoadAssets()
{
	// These upload heaps are only needed during loading.
	ComPtr<ID3D12Resource> vertexBufferUploadHeap;
	ComPtr<ID3D12Resource> indexBufferUploadHeap;
	ComPtr<ID3D12Resource> textureUploadHeap;

	// Create the root signature.
	{
		CD3DX12_DESCRIPTOR_RANGE ranges[3];
		ranges[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0);
		ranges[1].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 1, 0);
		ranges[2].Init(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0);

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

		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.
	{
		UINT8* pVertexShaderData;
		UINT8* pPixelShaderData1;
		UINT8* pPixelShaderData2;
		UINT vertexShaderDataLength;
		UINT pixelShaderDataLength1;
		UINT pixelShaderDataLength2;

		// Load pre-compiled shaders.
		ThrowIfFailed(ReadDataFromFile(GetAssetFullPath(L"shader_mesh_simple_vert.cso").c_str(), &pVertexShaderData, &vertexShaderDataLength));
		ThrowIfFailed(ReadDataFromFile(GetAssetFullPath(L"shader_mesh_simple_pixel.cso").c_str(), &pPixelShaderData1, &pixelShaderDataLength1));
		ThrowIfFailed(ReadDataFromFile(GetAssetFullPath(L"shader_mesh_alt_pixel.cso").c_str(), &pPixelShaderData2, &pixelShaderDataLength2));

		CD3DX12_RASTERIZER_DESC rasterizerStateDesc(D3D12_DEFAULT);
		rasterizerStateDesc.CullMode = D3D12_CULL_MODE_NONE;

		// Describe and create the graphics pipeline state objects (PSO).
		D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
		psoDesc.InputLayout = { SampleAssets::StandardVertexDescription, SampleAssets::StandardVertexDescriptionNumElements };
		psoDesc.pRootSignature = m_rootSignature.Get();
		psoDesc.VS = { pVertexShaderData, vertexShaderDataLength };
		psoDesc.PS = { pPixelShaderData1, pixelShaderDataLength1 };
		psoDesc.RasterizerState = rasterizerStateDesc;
		psoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
		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_pipelineState1)));

		// Modify the description to use an alternate pixel shader and create
		// a second PSO.
		psoDesc.PS = { pPixelShaderData2, pixelShaderDataLength2 };
		ThrowIfFailed(m_device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&m_pipelineState2)));

		delete pVertexShaderData;
		delete pPixelShaderData1;
		delete pPixelShaderData2;
	}

	ThrowIfFailed(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_commandAllocator.Get(), nullptr, IID_PPV_ARGS(&m_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);
	}

	// Read in mesh data for vertex/index buffers.
	UINT8* pMeshData;
	UINT meshDataLength;
	ThrowIfFailed(ReadDataFromFile(GetAssetFullPath(SampleAssets::DataFileName).c_str(), &pMeshData, &meshDataLength));

	// 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(&vertexBufferUploadHeap)));

		// 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 = pMeshData + SampleAssets::VertexDataOffset;
		vertexData.RowPitch = SampleAssets::VertexDataSize;
		vertexData.SlicePitch = vertexData.RowPitch;

		UpdateSubresources<1>(m_commandList.Get(), m_vertexBuffer.Get(), vertexBufferUploadHeap.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 = SampleAssets::StandardVertexStride;
		m_vertexBufferView.SizeInBytes = SampleAssets::VertexDataSize;
	}

	// 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(&indexBufferUploadHeap)));

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

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

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

		m_numIndices = SampleAssets::IndexDataSize / 4;	// R32_UINT (SampleAssets::StandardIndexFormat) = 4 bytes each.
	}

	// Create the texture and sampler.
	{
		// Describe and create a Texture2D.
		D3D12_RESOURCE_DESC textureDesc = {};
		textureDesc.MipLevels = SampleAssets::Textures[0].MipLevels;
		textureDesc.Format = SampleAssets::Textures[0].Format;
		textureDesc.Width = SampleAssets::Textures[0].Width;
		textureDesc.Height = SampleAssets::Textures[0].Height;
		textureDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
		textureDesc.DepthOrArraySize = 1;
		textureDesc.SampleDesc.Count = 1;
		textureDesc.SampleDesc.Quality = 0;
		textureDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;

		ThrowIfFailed(m_device->CreateCommittedResource(
			&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
			D3D12_HEAP_FLAG_NONE,
			&textureDesc,
			D3D12_RESOURCE_STATE_COPY_DEST,
			nullptr,
			IID_PPV_ARGS(&m_texture)));

		const UINT subresourceCount = textureDesc.DepthOrArraySize * textureDesc.MipLevels;
		const UINT64 uploadBufferSize = GetRequiredIntermediateSize(m_texture.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(&textureUploadHeap)));

		// 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 = pMeshData + SampleAssets::Textures[0].Data[0].Offset;
		textureData.RowPitch = SampleAssets::Textures[0].Data[0].Pitch;
		textureData.SlicePitch = SampleAssets::Textures[0].Data[0].Size;

		UpdateSubresources(m_commandList.Get(), m_texture.Get(), textureUploadHeap.Get(), 0, 0, subresourceCount, &textureData);
		m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_texture.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE));

		// Describe and create a sampler.
		D3D12_SAMPLER_DESC samplerDesc = {};
		samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
		samplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
		samplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
		samplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
		samplerDesc.MinLOD = 0;
		samplerDesc.MaxLOD = D3D12_FLOAT32_MAX;
		samplerDesc.MipLODBias = 0.0f;
		samplerDesc.MaxAnisotropy = 1;
		samplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
		m_device->CreateSampler(&samplerDesc, m_samplerHeap->GetCPUDescriptorHandleForHeapStart());

		// Describe and create a SRV for the texture.
		D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
		srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
		srvDesc.Format = SampleAssets::Textures->Format;
		srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
		srvDesc.Texture2D.MipLevels = 1;
		m_device->CreateShaderResourceView(m_texture.Get(), &srvDesc, m_cbvSrvHeap->GetCPUDescriptorHandleForHeapStart());
	}

	delete pMeshData;

	// 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)
			));

		m_device->CreateDepthStencilView(m_depthStencil.Get(), &depthStencilDesc, m_dsvHeap->GetCPUDescriptorHandleForHeapStart());
	}

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

	CreateFrameResources();

	// 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 = 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.

		// 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);
	}
}
// Load the sample assets.
void D3D12ExecuteIndirect::LoadAssets()
{
	// Create the root signatures.
	{
		CD3DX12_ROOT_PARAMETER rootParameters[GraphicsRootParametersCount];
		rootParameters[Cbv].InitAsConstantBufferView(0, 0, D3D12_SHADER_VISIBILITY_VERTEX);

		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 compute signature.
		CD3DX12_DESCRIPTOR_RANGE ranges[2];
		ranges[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 2, 0);
		ranges[1].Init(D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 1, 0);

		CD3DX12_ROOT_PARAMETER computeRootParameters[ComputeRootParametersCount];
		computeRootParameters[SrvUavTable].InitAsDescriptorTable(2, ranges);
		computeRootParameters[RootConstants].InitAsConstants(4, 0);

		CD3DX12_ROOT_SIGNATURE_DESC computeRootSignatureDesc;
		computeRootSignatureDesc.Init(_countof(computeRootParameters), computeRootParameters);

		ThrowIfFailed(D3D12SerializeRootSignature(&computeRootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error));
		ThrowIfFailed(m_device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&m_computeRootSignature)));
	}

	// Create the pipeline state, which includes compiling and loading shaders.
	{
		ComPtr<ID3DBlob> vertexShader;
		ComPtr<ID3DBlob> pixelShader;
		ComPtr<ID3DBlob> computeShader;
		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));
		ThrowIfFailed(D3DCompileFromFile(GetAssetFullPath(L"compute.hlsl").c_str(), nullptr, nullptr, "CSMain", "cs_5_0", compileFlags, 0, &computeShader, &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 },
		};

		// 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 = { 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 = 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)));

		// Describe and create the compute pipeline state object (PSO).
		D3D12_COMPUTE_PIPELINE_STATE_DESC computePsoDesc = {};
		computePsoDesc.pRootSignature = m_computeRootSignature.Get();
		computePsoDesc.CS = { reinterpret_cast<UINT8*>(computeShader->GetBufferPointer()), computeShader->GetBufferSize() };

		ThrowIfFailed(m_device->CreateComputePipelineState(&computePsoDesc, IID_PPV_ARGS(&m_computeState)));
	}

	// 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)));
	ThrowIfFailed(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_COMPUTE, m_computeCommandAllocators[m_frameIndex].Get(), m_computeState.Get(), IID_PPV_ARGS(&m_computeCommandList)));
	ThrowIfFailed(m_computeCommandList->Close());

	// 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.
	ComPtr<ID3D12Resource> vertexBufferUpload;
	ComPtr<ID3D12Resource> commandBufferUpload;

	// Create the vertex buffer.
	{
		// Define the geometry for a triangle.
		Vertex triangleVertices[] =
		{
			{ { 0.0f, TriangleHalfWidth, TriangleDepth } },
			{ { TriangleHalfWidth, -TriangleHalfWidth, TriangleDepth } },
			{ { -TriangleHalfWidth, -TriangleHalfWidth, TriangleDepth } }
		};

		const UINT vertexBufferSize = sizeof(triangleVertices);

		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)));

		// 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*>(triangleVertices);
		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(triangleVertices);
	}

	// 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)
			));

		m_device->CreateDepthStencilView(m_depthStencil.Get(), &depthStencilDesc, m_dsvHeap->GetCPUDescriptorHandleForHeapStart());
	}

	// Create the constant buffers.
	{
		const UINT constantBufferDataSize = TriangleResourceCount * sizeof(ConstantBufferData);

		ThrowIfFailed(m_device->CreateCommittedResource(
			&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
			D3D12_HEAP_FLAG_NONE,
			&CD3DX12_RESOURCE_DESC::Buffer(constantBufferDataSize),
			D3D12_RESOURCE_STATE_GENERIC_READ,
			nullptr,
			IID_PPV_ARGS(&m_constantBuffer)));

		D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {};
		cbvDesc.SizeInBytes = sizeof(ConstantBufferData);

		// Create constant buffer views to access the upload buffer.
		for (UINT n = 0; n < TriangleCount; n++)
		{
			m_constantBufferData[n].velocity = XMFLOAT4(GetRandomFloat(0.01f, 0.02f), 0.0f, 0.0f, 0.0f);
			m_constantBufferData[n].offset = XMFLOAT4(GetRandomFloat(-5.0f, -1.5f), GetRandomFloat(-1.0f, 1.0f), GetRandomFloat(0.0f, 2.0f), 0.0f);
			m_constantBufferData[n].color = XMFLOAT4(GetRandomFloat(0.5f, 1.0f), GetRandomFloat(0.5f, 1.0f), GetRandomFloat(0.5f, 1.0f), 1.0f);
			XMStoreFloat4x4(&m_constantBufferData[n].projection, XMMatrixTranspose(XMMatrixPerspectiveFovLH(XM_PIDIV4, m_aspectRatio, 0.01f, 20.0f)));
		}

		// Map the constant buffers. 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)));
		memcpy(m_pCbvDataBegin, &m_constantBufferData[0], TriangleCount * sizeof(ConstantBufferData));

		// Create shader resource views (SRV) of the constant buffers for the
		// compute shader to read from.
		D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
		srvDesc.Format = DXGI_FORMAT_UNKNOWN;
		srvDesc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
		srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
		srvDesc.Buffer.NumElements = TriangleCount;
		srvDesc.Buffer.StructureByteStride = sizeof(ConstantBufferData);
		srvDesc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;

		CD3DX12_CPU_DESCRIPTOR_HANDLE cbvSrvHandle(m_cbvSrvUavHeap->GetCPUDescriptorHandleForHeapStart(), CbvSrvOffset, m_cbvSrvUavDescriptorSize);
		for (UINT frame = 0; frame < FrameCount; frame++)
		{
			srvDesc.Buffer.FirstElement = frame * TriangleCount;
			m_device->CreateShaderResourceView(m_constantBuffer.Get(), &srvDesc, cbvSrvHandle);
			cbvSrvHandle.Offset(CbvSrvUavDescriptorCountPerFrame, m_cbvSrvUavDescriptorSize);
		}
	}

	// Create the command signature used for indirect drawing.
	{
		// Each command consists of a CBV update and a DrawInstanced call.
		D3D12_INDIRECT_ARGUMENT_DESC argumentDescs[2] = {};
		argumentDescs[0].Type = D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW;
		argumentDescs[0].ConstantBufferView.RootParameterIndex = Cbv;
		argumentDescs[1].Type = D3D12_INDIRECT_ARGUMENT_TYPE_DRAW;

		D3D12_COMMAND_SIGNATURE_DESC commandSignatureDesc = {};
		commandSignatureDesc.pArgumentDescs = argumentDescs;
		commandSignatureDesc.NumArgumentDescs = _countof(argumentDescs);
		commandSignatureDesc.ByteStride = sizeof(IndirectCommand);

		ThrowIfFailed(m_device->CreateCommandSignature(&commandSignatureDesc, m_rootSignature.Get(), IID_PPV_ARGS(&m_commandSignature)));
	}

	// Create the command buffers and UAVs to store the results of the compute work.
	{
		std::vector<IndirectCommand> commands;
		commands.resize(TriangleResourceCount);
		const UINT commandBufferSize = CommandBufferSizePerFrame * FrameCount;

		D3D12_RESOURCE_DESC commandBufferDesc = CD3DX12_RESOURCE_DESC::Buffer(commandBufferSize);
		ThrowIfFailed(m_device->CreateCommittedResource(
			&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
			D3D12_HEAP_FLAG_NONE,
			&commandBufferDesc,
			D3D12_RESOURCE_STATE_COPY_DEST,
			nullptr,
			IID_PPV_ARGS(&m_commandBuffer)));

		ThrowIfFailed(m_device->CreateCommittedResource(
			&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
			D3D12_HEAP_FLAG_NONE,
			&CD3DX12_RESOURCE_DESC::Buffer(commandBufferSize),
			D3D12_RESOURCE_STATE_GENERIC_READ,
			nullptr,
			IID_PPV_ARGS(&commandBufferUpload)));

		D3D12_GPU_VIRTUAL_ADDRESS gpuAddress = m_constantBuffer->GetGPUVirtualAddress();
		UINT commandIndex = 0;

		for (UINT frame = 0; frame < FrameCount; frame++)
		{
			for (UINT n = 0; n < TriangleCount; n++)
			{
				commands[commandIndex].cbv = gpuAddress;
				commands[commandIndex].drawArguments.VertexCountPerInstance = 3;
				commands[commandIndex].drawArguments.InstanceCount = 1;
				commands[commandIndex].drawArguments.StartVertexLocation = 0;
				commands[commandIndex].drawArguments.StartInstanceLocation = 0;

				commandIndex++;
				gpuAddress += sizeof(ConstantBufferData);
			}
		}

		// Copy data to the intermediate upload heap and then schedule a copy
		// from the upload heap to the command buffer.
		D3D12_SUBRESOURCE_DATA commandData = {};
		commandData.pData = reinterpret_cast<UINT8*>(&commands[0]);
		commandData.RowPitch = commandBufferSize;
		commandData.SlicePitch = commandData.RowPitch;

		UpdateSubresources<1>(m_commandList.Get(), m_commandBuffer.Get(), commandBufferUpload.Get(), 0, 0, 1, &commandData);
		m_commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(m_commandBuffer.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE));

		// Create SRVs for the command buffers.
		D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
		srvDesc.Format = DXGI_FORMAT_UNKNOWN;
		srvDesc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
		srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
		srvDesc.Buffer.NumElements = TriangleCount;
		srvDesc.Buffer.StructureByteStride = sizeof(IndirectCommand);
		srvDesc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;

		CD3DX12_CPU_DESCRIPTOR_HANDLE commandsHandle(m_cbvSrvUavHeap->GetCPUDescriptorHandleForHeapStart(), CommandsOffset, m_cbvSrvUavDescriptorSize);
		for (UINT frame = 0; frame < FrameCount; frame++)
		{
			srvDesc.Buffer.FirstElement = frame * TriangleCount;
			m_device->CreateShaderResourceView(m_commandBuffer.Get(), &srvDesc, commandsHandle);
			commandsHandle.Offset(CbvSrvUavDescriptorCountPerFrame, m_cbvSrvUavDescriptorSize);
		}

		// Create the unordered access views (UAVs) that store the results of the compute work.
		CD3DX12_CPU_DESCRIPTOR_HANDLE processedCommandsHandle(m_cbvSrvUavHeap->GetCPUDescriptorHandleForHeapStart(), ProcessedCommandsOffset, m_cbvSrvUavDescriptorSize);
		for (UINT frame = 0; frame < FrameCount; frame++)
		{
			// Allocate a buffer large enough to hold all of the indirect commands
			// for a single frame as well as a UAV counter.
			commandBufferDesc = CD3DX12_RESOURCE_DESC::Buffer(CommandBufferSizePerFrame + sizeof(UINT), D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS);
			ThrowIfFailed(m_device->CreateCommittedResource(
				&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
				D3D12_HEAP_FLAG_NONE,
				&commandBufferDesc,
				D3D12_RESOURCE_STATE_COPY_DEST,
				nullptr,
				IID_PPV_ARGS(&m_processedCommandBuffers[frame])));

			D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc = {};
			uavDesc.Format = DXGI_FORMAT_UNKNOWN;
			uavDesc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
			uavDesc.Buffer.FirstElement = 0;
			uavDesc.Buffer.NumElements = TriangleCount;
			uavDesc.Buffer.StructureByteStride = sizeof(IndirectCommand);
			uavDesc.Buffer.CounterOffsetInBytes = CommandBufferSizePerFrame;
			uavDesc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;

			m_device->CreateUnorderedAccessView(
				m_processedCommandBuffers[frame].Get(),
				m_processedCommandBuffers[frame].Get(),
				&uavDesc,
				processedCommandsHandle);

			processedCommandsHandle.Offset(CbvSrvUavDescriptorCountPerFrame, m_cbvSrvUavDescriptorSize);
		}

		// Allocate a buffer that can be used to reset the UAV counters and initialize
		// it to 0.
		ThrowIfFailed(m_device->CreateCommittedResource(
			&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
			D3D12_HEAP_FLAG_NONE,
			&CD3DX12_RESOURCE_DESC::Buffer(sizeof(UINT)),
			D3D12_RESOURCE_STATE_GENERIC_READ,
			nullptr,
			IID_PPV_ARGS(&m_processedCommandBufferCounterReset)));

		UINT8* pMappedCounterReset = nullptr;
		CD3DX12_RANGE readRange(0, 0);		// We do not intend to read from this resource on the CPU.
		ThrowIfFailed(m_processedCommandBufferCounterReset->Map(0, &readRange, reinterpret_cast<void**>(&pMappedCounterReset)));
		ZeroMemory(pMappedCounterReset, sizeof(UINT));
		m_processedCommandBufferCounterReset->Unmap(0, nullptr);
	}

	// 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)));
		ThrowIfFailed(m_device->CreateFence(m_fenceValues[m_frameIndex], D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&m_computeFence)));
		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();
	}
}
예제 #11
0
	void Material::Finalise(std::vector<D3D12_INPUT_ELEMENT_DESC> inputLayout, bool alpha, bool deferred)
	{
		_pPipelineState = GetPSO(_pVertexShader->GetBufferPointer(), _pPixelShader->GetBufferPointer(), alpha);

		// Create the pipeline state, which includes compiling and loading shaders.
		if (_pPipelineState == nullptr)
		{
			CD3DX12_BLEND_DESC blendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
			if (alpha)
			{
				blendState.RenderTarget[0].BlendEnable = true;
				blendState.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
				blendState.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
				blendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
				blendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
				blendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
				blendState.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
			}

			// Describe and create the graphics pipeline state object (PSO).
			D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
			psoDesc.InputLayout = {&inputLayout[0], UINT(inputLayout.size())};
			psoDesc.pRootSignature = _pRootSignature;
			psoDesc.VS = {reinterpret_cast<UINT8*>(_pVertexShader->GetBufferPointer()), _pVertexShader->GetBufferSize()};
			psoDesc.PS = {reinterpret_cast<UINT8*>(_pPixelShader->GetBufferPointer()), _pPixelShader->GetBufferSize()};
			psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
			psoDesc.DSVFormat = DXGI_FORMAT_D32_FLOAT;
			psoDesc.BlendState = blendState;
			psoDesc.SampleMask = UINT_MAX;
			psoDesc.SampleDesc.Count = 1;
			psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
			if (deferred)
			{
				psoDesc.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC(D3D12_DEFAULT);
				psoDesc.DepthStencilState.DepthFunc = _depthCheck;
				psoDesc.DepthStencilState.DepthEnable = TRUE;
				psoDesc.DepthStencilState.StencilEnable = FALSE;
				psoDesc.DepthStencilState.DepthWriteMask = _depthWrite;

				psoDesc.NumRenderTargets = GBuffer::GBUFFER_NUM_BUFFERS;
				for (size_t i = 0; i < GBuffer::GBUFFER_NUM_BUFFERS; ++i)
				{
					psoDesc.RTVFormats[i] = GBuffer::Buffers[i].Format;
				}
			}
			else
			{
				psoDesc.NumRenderTargets = 1;
				psoDesc.DepthStencilState.DepthEnable = false;
				psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
			}


			LOGFAILEDCOM(_pDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&_pPipelineState)));

			PSOCacheItem cacheItem;
			cacheItem.PipelineState = _pPipelineState;
			cacheItem.VertexShader = _pVertexShader;
			cacheItem.VertexByteCode = _pVertexShader->GetBufferPointer();
			cacheItem.PixelShader = _pPixelShader;
			cacheItem.PixelByteCode = _pPixelShader->GetBufferPointer();
			_psoCache.push_back(cacheItem);
		}
	}