D3D11GraphicsEngineQueued::D3D11GraphicsEngineQueued(void) { BoundPipelineState = NULL; DefaultPipelineState = CreatePipelineState(); memset(DefaultPipelineState, 0xFF, sizeof(D3D11PipelineState)); // Init all bytes with 0xFF, so we have to rebind everything in case this gets bound BoundPipelineState = DefaultPipelineState; }
void CubeObject::OnCreate() { CreateBuffers(); m_Scale = Vec3(1.0f, 1.0f, 1.0f); m_Qt.identity(); m_Pos = Vec3(0, 0, 0.0); ///ルートシグネチャ作成 CreateRootSignature(); ///デスクプリタヒープ作成 CreateDescriptorHeap(); ///コンスタントバッファ作成 CreateConstantBuffer(); ///パイプラインステート作成 CreatePipelineState(); ///コマンドリスト作成 CreateCommandList(); //コンスタントバッファの更新 UpdateConstantBuffer(); }
std::shared_ptr<PipelineState> PipelineStateManager::CreateOpaqueDefault() { PipelineStateDescriptor desc; return CreatePipelineState(desc); }