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;
}
示例#2
0
	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();
	}
示例#3
0
	std::shared_ptr<PipelineState> PipelineStateManager::CreateOpaqueDefault()
	{
		PipelineStateDescriptor desc;
		return CreatePipelineState(desc);
	}