void D3D12Fullscreen::LoadSizeDependentResources()
{
	UpdatePostViewAndScissor();

	// Create frame resources.
	{
		CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart());

		// Create a RTV for each frame.
		for (UINT n = 0; n < FrameCount; n++)
		{
			ThrowIfFailed(m_swapChain->GetBuffer(n, IID_PPV_ARGS(&m_renderTargets[n])));
			m_device->CreateRenderTargetView(m_renderTargets[n].Get(), nullptr, rtvHandle);
			rtvHandle.Offset(1, m_rtvDescriptorSize);

			NAME_D3D12_OBJECT_INDEXED(m_renderTargets, n);
		}
	}

	// Update resolutions shown in app title.
	UpdateTitle();

	// This is where you would create/resize intermediate render targets, depth stencils, or other resources
	// dependent on the window size.
}
void D3D12Fullscreen::LoadSizeDependentResources()
{
	m_viewport.Width = static_cast<float>(m_width);
	m_viewport.Height = static_cast<float>(m_height);
	m_viewport.MaxDepth = 1.0f;

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

	// Create frame resources.
	{
		CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart());

		// Create a RTV for each frame.
		for (UINT n = 0; n < FrameCount; n++)
		{
			ThrowIfFailed(m_swapChain->GetBuffer(n, IID_PPV_ARGS(&m_renderTargets[n])));
			m_device->CreateRenderTargetView(m_renderTargets[n].Get(), nullptr, rtvHandle);
			rtvHandle.Offset(1, m_rtvDescriptorSize);

			NAME_D3D12_OBJECT_INDEXED(m_renderTargets, n);
		}
	}

	// Create/resize intermediate render targets, depth stencils, or other resources
	// dependent on the window size at this time.

	m_resizeResources = false;
}
// Load resources that are dependent on the size of the main window.
void D3D12HDR::LoadSizeDependentResources()
{
    // Create frame resources.
    {
        CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart());

        // Create a RTV for each frame.
        for (UINT n = 0; n < FrameCount; n++)
        {
            ThrowIfFailed(m_swapChain->GetBuffer(n, IID_PPV_ARGS(&m_renderTargets[n])));
            m_device->CreateRenderTargetView(m_renderTargets[n].Get(), nullptr, rtvHandle);
            rtvHandle.Offset(1, m_rtvDescriptorSize);

            NAME_D3D12_OBJECT_INDEXED(m_renderTargets, n);
        }

        // Create the intermediate render target and an RTV for it.
        D3D12_RESOURCE_DESC renderTargetDesc = m_renderTargets[0]->GetDesc();
        renderTargetDesc.Format = m_intermediateRenderTargetFormat;

        D3D12_CLEAR_VALUE clearValue = {};
        clearValue.Format = m_intermediateRenderTargetFormat;

        ThrowIfFailed(m_device->CreateCommittedResource(
            &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
            D3D12_HEAP_FLAG_NONE,
            &renderTargetDesc,
            D3D12_RESOURCE_STATE_RENDER_TARGET,
            &clearValue,
            IID_PPV_ARGS(&m_intermediateRenderTarget)));

        NAME_D3D12_OBJECT(m_intermediateRenderTarget);

        m_device->CreateRenderTargetView(m_intermediateRenderTarget.Get(), nullptr, rtvHandle);
        rtvHandle.Offset(1, m_rtvDescriptorSize);

        CD3DX12_CPU_DESCRIPTOR_HANDLE srvHandle(m_srvHeap->GetCPUDescriptorHandleForHeapStart());
        m_device->CreateShaderResourceView(m_intermediateRenderTarget.Get(), nullptr, srvHandle);
        srvHandle.Offset(1, m_srvDescriptorSize);

        // Create the UI render target and an RTV for it.
        renderTargetDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
        clearValue.Format = renderTargetDesc.Format;

        ThrowIfFailed(m_device->CreateCommittedResource(
            &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
            D3D12_HEAP_FLAG_NONE,
            &renderTargetDesc,
            D3D12_RESOURCE_STATE_RENDER_TARGET,
            &clearValue,
            IID_PPV_ARGS(&m_UIRenderTarget)));

        NAME_D3D12_OBJECT(m_UIRenderTarget);

        m_device->CreateRenderTargetView(m_UIRenderTarget.Get(), nullptr, rtvHandle);
        m_device->CreateShaderResourceView(m_UIRenderTarget.Get(), nullptr, srvHandle);
    }

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

    m_scissorRect.left = 0;
    m_scissorRect.top = 0;
    m_scissorRect.right = static_cast<LONG>(m_width);
    m_scissorRect.bottom = static_cast<LONG>(m_height);

    // Update the color space triangle vertices when the command list is back in
    // the recording state.
    m_updateVertexBuffer = true;

    if (m_enableUI)
    {
        if (!m_uiLayer)
        {
            m_uiLayer = std::make_shared<UILayer>(this);
        }
        else
        {
            m_uiLayer->Resize();
        }
    }
}
// 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 rendering pipeline dependencies.
void D3D12PredicationQueries::LoadPipeline()
{
    UINT dxgiFactoryFlags = 0;

#if defined(_DEBUG)
    // Enable the debug layer (requires the Graphics Tools "optional feature").
    // NOTE: Enabling the debug layer after device creation will invalidate the active device.
    {
        ComPtr<ID3D12Debug> debugController;
        if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
        {
            debugController->EnableDebugLayer();

            // Enable additional debug layers.
            dxgiFactoryFlags |= DXGI_CREATE_FACTORY_DEBUG;
        }
    }
#endif

    ComPtr<IDXGIFactory4> factory;
    ThrowIfFailed(CreateDXGIFactory2(dxgiFactoryFlags, IID_PPV_ARGS(&factory)));

    if (m_useWarpDevice)
    {
        ComPtr<IDXGIAdapter> warpAdapter;
        ThrowIfFailed(factory->EnumWarpAdapter(IID_PPV_ARGS(&warpAdapter)));

        ThrowIfFailed(D3D12CreateDevice(
            warpAdapter.Get(),
            D3D_FEATURE_LEVEL_11_0,
            IID_PPV_ARGS(&m_device)
            ));
    }
    else
    {
        ComPtr<IDXGIAdapter1> hardwareAdapter;
        GetHardwareAdapter(factory.Get(), &hardwareAdapter);

        ThrowIfFailed(D3D12CreateDevice(
            hardwareAdapter.Get(),
            D3D_FEATURE_LEVEL_11_0,
            IID_PPV_ARGS(&m_device)
            ));
    }

    // Describe and create the command queue.
    D3D12_COMMAND_QUEUE_DESC queueDesc = {};
    queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
    queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;

    ThrowIfFailed(m_device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&m_commandQueue)));
    NAME_D3D12_OBJECT(m_commandQueue);

    // Describe and create the swap chain.
    DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
    swapChainDesc.BufferCount = FrameCount;
    swapChainDesc.Width = m_width;
    swapChainDesc.Height = m_height;
    swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
    swapChainDesc.SampleDesc.Count = 1;

    ComPtr<IDXGISwapChain1> swapChain;
    ThrowIfFailed(factory->CreateSwapChainForHwnd(
        m_commandQueue.Get(),        // Swap chain needs the queue so that it can force a flush on it.
        Win32Application::GetHwnd(),
        &swapChainDesc,
        nullptr,
        nullptr,
        &swapChain
        ));

    // This sample does not support fullscreen transitions.
    ThrowIfFailed(factory->MakeWindowAssociation(Win32Application::GetHwnd(), DXGI_MWA_NO_ALT_ENTER));

    ThrowIfFailed(swapChain.As(&m_swapChain));
    m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();

    // Create descriptor heaps.
    {
        // Describe and create a render target view (RTV) descriptor heap.
        D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
        rtvHeapDesc.NumDescriptors = FrameCount;
        rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
        rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
        ThrowIfFailed(m_device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&m_rtvHeap)));

        // Describe and create a depth stencil view (DSV) descriptor heap.
        D3D12_DESCRIPTOR_HEAP_DESC dsvHeapDesc = {};
        dsvHeapDesc.NumDescriptors = 1;
        dsvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
        dsvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
        ThrowIfFailed(m_device->CreateDescriptorHeap(&dsvHeapDesc, IID_PPV_ARGS(&m_dsvHeap)));

        // Describe and create a constant buffer view (CBV) descriptor heap.
        D3D12_DESCRIPTOR_HEAP_DESC cbvHeapDesc = {};
        cbvHeapDesc.NumDescriptors = CbvCountPerFrame * FrameCount;
        cbvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
        cbvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
        ThrowIfFailed(m_device->CreateDescriptorHeap(&cbvHeapDesc, IID_PPV_ARGS(&m_cbvHeap)));
        NAME_D3D12_OBJECT(m_cbvHeap);

        // Describe and create a heap for occlusion queries.
        D3D12_QUERY_HEAP_DESC queryHeapDesc = {};
        queryHeapDesc.Count = 1;
        queryHeapDesc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
        ThrowIfFailed(m_device->CreateQueryHeap(&queryHeapDesc, IID_PPV_ARGS(&m_queryHeap)));

        m_rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
        m_cbvSrvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
    }

    // Create frame resources.
    {
        CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart());

        // Create a RTV and a command allocator for each frame.
        for (UINT n = 0; n < FrameCount; n++)
        {
            ThrowIfFailed(m_swapChain->GetBuffer(n, IID_PPV_ARGS(&m_renderTargets[n])));
            m_device->CreateRenderTargetView(m_renderTargets[n].Get(), nullptr, rtvHandle);
            rtvHandle.Offset(1, m_rtvDescriptorSize);

            NAME_D3D12_OBJECT_INDEXED(m_renderTargets, n);

            ThrowIfFailed(m_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_commandAllocators[n])));
        }
    }
}
// Load the rendering pipeline dependencies.
void D3D12PipelineStateCache::LoadPipeline()
{
#if defined(_DEBUG)
	// Enable the D3D12 debug layer.
	{
		ComPtr<ID3D12Debug> debugController;
		if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
		{
			debugController->EnableDebugLayer();
		}
	}
#endif

	ComPtr<IDXGIFactory4> factory;
	ThrowIfFailed(CreateDXGIFactory1(IID_PPV_ARGS(&factory)));

	if (m_useWarpDevice)
	{
		ComPtr<IDXGIAdapter> warpAdapter;
		ThrowIfFailed(factory->EnumWarpAdapter(IID_PPV_ARGS(&warpAdapter)));

		ThrowIfFailed(D3D12CreateDevice(
			warpAdapter.Get(),
			D3D_FEATURE_LEVEL_11_0,
			IID_PPV_ARGS(&m_device)
			));
	}
	else
	{
		ComPtr<IDXGIAdapter1> hardwareAdapter;
		GetHardwareAdapter(factory.Get(), &hardwareAdapter);

		ThrowIfFailed(D3D12CreateDevice(
			hardwareAdapter.Get(),
			D3D_FEATURE_LEVEL_11_0,
			IID_PPV_ARGS(&m_device)
			));
	}

	// Describe and create the command queue.
	D3D12_COMMAND_QUEUE_DESC queueDesc = {};
	queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
	queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;

	ThrowIfFailed(m_device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&m_commandQueue)));
	NAME_D3D12_OBJECT(m_commandQueue);

	// Describe and create the swap chain.
	DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
	swapChainDesc.BufferCount = FrameCount;
	swapChainDesc.Width = m_width;
	swapChainDesc.Height = m_height;
	swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
	swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
	swapChainDesc.SampleDesc.Count = 1;
	swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;

	ComPtr<IDXGISwapChain1> swapChain;
	ThrowIfFailed(factory->CreateSwapChainForCoreWindow(
		m_commandQueue.Get(),		// Swap chain needs the queue so that it can force a flush on it.
		reinterpret_cast<IUnknown*>(Windows::UI::Core::CoreWindow::GetForCurrentThread()),
		&swapChainDesc,
		nullptr,
		&swapChain
		));

	ThrowIfFailed(swapChain.As(&m_swapChain));
	m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();
	m_swapChainEvent = m_swapChain->GetFrameLatencyWaitableObject();

	// Create descriptor heaps.
	{
		// Describe and create a render target view (RTV) descriptor heap.
		D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
		rtvHeapDesc.NumDescriptors = FrameCount + 1;	// A descriptor for each frame + 1 intermediate render target.
		rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
		rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
		ThrowIfFailed(m_device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&m_rtvHeap)));

		// Describe and create a shader resource view (SRV) descriptor heap.
		D3D12_DESCRIPTOR_HEAP_DESC srvHeapDesc = {};
		srvHeapDesc.NumDescriptors = 1;
		srvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
		srvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
		ThrowIfFailed(m_device->CreateDescriptorHeap(&srvHeapDesc, IID_PPV_ARGS(&m_srvHeap)));
		NAME_D3D12_OBJECT(m_srvHeap);

		m_rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
		m_srvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
	}

	// Create frame resources.
	{
		CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart());

		// Create RTVs and a command allocator for each frame.
		for (UINT n = 0; n < FrameCount; n++)
		{
			ThrowIfFailed(m_swapChain->GetBuffer(n, IID_PPV_ARGS(&m_renderTargets[n])));
			m_device->CreateRenderTargetView(m_renderTargets[n].Get(), nullptr, rtvHandle);
			rtvHandle.Offset(1, m_rtvDescriptorSize);

			NAME_D3D12_OBJECT_INDEXED(m_renderTargets, n);

			ThrowIfFailed(m_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_commandAllocators[n])));
		}

		D3D12_RESOURCE_DESC renderTargetDesc = m_renderTargets[0]->GetDesc();

		D3D12_CLEAR_VALUE clearValue = {};
		memcpy(clearValue.Color, IntermediateClearColor, sizeof(IntermediateClearColor));
		clearValue.Format = DXGI_FORMAT_R8G8B8A8_UNORM;

		// Create an intermediate render target that is the same dimensions as the swap chain.
		ThrowIfFailed(m_device->CreateCommittedResource(
			&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
			D3D12_HEAP_FLAG_NONE,
			&renderTargetDesc,
			D3D12_RESOURCE_STATE_RENDER_TARGET,
			&clearValue,
			IID_PPV_ARGS(&m_intermediateRenderTarget)));

		NAME_D3D12_OBJECT(m_intermediateRenderTarget);

		m_device->CreateRenderTargetView(m_intermediateRenderTarget.Get(), nullptr, rtvHandle);
		rtvHandle.Offset(1, m_rtvDescriptorSize);

		// Create a SRV of the intermediate render target.
		D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
		srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
		srvDesc.Format = renderTargetDesc.Format;
		srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
		srvDesc.Texture2D.MipLevels = 1;

		CD3DX12_CPU_DESCRIPTOR_HANDLE srvHandle(m_srvHeap->GetCPUDescriptorHandleForHeapStart());
		m_device->CreateShaderResourceView(m_intermediateRenderTarget.Get(), &srvDesc, srvHandle);
	}
}
void D3D12SmallResources::CreateTextures()
{
	m_textures.clear();
	m_textures.resize(TextureCount);
	m_textureHeap.Reset();

	ThrowIfFailed(m_copyCommandAllocator->Reset());
	ThrowIfFailed(m_copyCommandList->Reset(m_copyCommandAllocator.Get(), nullptr));

	CD3DX12_RESOURCE_DESC textureDesc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_R8G8B8A8_UNORM, TextureWidth, TextureHeight, 1, 1);

	if (m_usePlacedResources)
	{
		// Since we are using small resources we can take advantage of 4KB
		// resource alignments. As long as the most detailed mip can fit in an
		// allocation less than 64KB, 4KB alignments can be used.
		//
		// When dealing with MSAA textures the rules are similar, but the minimum
		// alignment is 64KB for a texture whose most detailed mip can fit in an
		// allocation less than 4MB.
		textureDesc.Alignment = D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT;
		D3D12_RESOURCE_ALLOCATION_INFO info = m_device->GetResourceAllocationInfo(0, 1, &textureDesc);

		if (info.Alignment != D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT)
		{
			// If the alignment requested is not granted, then let D3D tell us
			// the alignment that needs to be used for these resources.
			textureDesc.Alignment = 0;
			info = m_device->GetResourceAllocationInfo(0, 1, &textureDesc);
		}

		const UINT64 heapSize = TextureCount * info.SizeInBytes;
		CD3DX12_HEAP_DESC heapDesc(heapSize, D3D12_HEAP_TYPE_DEFAULT, 0, D3D12_HEAP_FLAG_DENY_BUFFERS | D3D12_HEAP_FLAG_DENY_RT_DS_TEXTURES);
		ThrowIfFailed(m_device->CreateHeap(&heapDesc, IID_PPV_ARGS(&m_textureHeap)));

		std::vector<D3D12_RESOURCE_BARRIER> barriers;
		barriers.resize(TextureCount);
		for (UINT n = 0; n < TextureCount; n++)
		{
			ThrowIfFailed(m_device->CreatePlacedResource(
				m_textureHeap.Get(),
				n * info.SizeInBytes,
				&textureDesc,
				D3D12_RESOURCE_STATE_COMMON,
				nullptr,
				IID_PPV_ARGS(&m_textures[n])));

			barriers[n] = CD3DX12_RESOURCE_BARRIER::Aliasing(nullptr, m_textures[n].Get());
		}

		m_copyCommandList->ResourceBarrier(static_cast<UINT>(barriers.size()), barriers.data());
	}
	else
	{
		for (UINT n = 0; n < TextureCount; n++)
		{
			ThrowIfFailed(m_device->CreateCommittedResource(
				&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
				D3D12_HEAP_FLAG_NONE,
				&textureDesc,
				D3D12_RESOURCE_STATE_COMMON,
				nullptr,
				IID_PPV_ARGS(&m_textures[n])));
		}
	}

	// 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.
	std::vector<ComPtr<ID3D12Resource>> uploadResources;
	uploadResources.resize(TextureCount);

	// Colors for textures are randomly generated. Reset the seed so that the colors
	// don't change when the resource type changes.
	srand(100);

	CD3DX12_CPU_DESCRIPTOR_HANDLE cpuHandle(m_srvHeap->GetCPUDescriptorHandleForHeapStart());
	for (UINT n = 0; n < TextureCount; n++)
	{
		const UINT64 uploadBufferSize = GetRequiredIntermediateSize(m_textures[n].Get(), 0, 1) + D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;

		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(&uploadResources[n])));

		auto texture = GenerateTexture();

		// Copy data to the intermediate upload heap and then schedule a copy
		// from the upload heap to the texture.
		D3D12_SUBRESOURCE_DATA textureData = {};
		textureData.pData = reinterpret_cast<UINT8*>(texture.data());
		textureData.RowPitch = TextureWidth * TexturePixelSizeInBytes;
		textureData.SlicePitch = textureData.RowPitch * TextureHeight;

		UpdateSubresources<1>(m_copyCommandList.Get(), m_textures[n].Get(), uploadResources[n].Get(), 0, 0, 1, &textureData);

		NAME_D3D12_OBJECT_INDEXED(m_textures, n);

		// Describe and create a SRV for the texture.
		D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
		srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
		srvDesc.Format = textureDesc.Format;
		srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
		srvDesc.Texture2D.MipLevels = textureDesc.MipLevels;

		m_device->CreateShaderResourceView(m_textures[n].Get(), &srvDesc, cpuHandle);
		cpuHandle.Offset(m_srvDescriptorSize);
	}

	ThrowIfFailed(m_copyCommandList->Close());

	ID3D12CommandList* ppCommandLists[] = { m_copyCommandList.Get() };
	m_copyQueue->ExecuteCommandLists(_countof(ppCommandLists), ppCommandLists);

	// Wait for the copy queue to complete execution of the command list.
	m_copyQueue->Signal(m_fence.Get(), m_fenceValues[m_frameIndex]);
	ThrowIfFailed(m_fence->SetEventOnCompletion(m_fenceValues[m_frameIndex], m_fenceEvent));
	WaitForSingleObjectEx(m_fenceEvent, INFINITE, FALSE);
	m_fenceValues[m_frameIndex]++;
}
// Load the sample assets.
void D3D12Bundles::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;

	// Create the root signature.
	{
		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[3];
		ranges[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC);
		ranges[1].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 1, 0);
		ranges[2].Init(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC);

		CD3DX12_ROOT_PARAMETER1 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_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDesc;
		rootSignatureDesc.Init_1_1(_countof(rootParameters), rootParameters, 0, nullptr, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);

		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 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 = CD3DX12_SHADER_BYTECODE(pVertexShaderData, vertexShaderDataLength);
		psoDesc.PS = CD3DX12_SHADER_BYTECODE(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)));
		NAME_D3D12_OBJECT(m_pipelineState1);

		// Modify the description to use an alternate pixel shader and create
		// a second PSO.
		psoDesc.PS = CD3DX12_SHADER_BYTECODE(pPixelShaderData2, pixelShaderDataLength2);

		ThrowIfFailed(m_device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&m_pipelineState2)));
		NAME_D3D12_OBJECT(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)));
	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 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)));

		NAME_D3D12_OBJECT(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)
			));

		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);

	// 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);
	}

	CreateFrameResources();
}
// Load the sample assets.
void D3D12Multithreading::LoadAssets()
{
	// Create the root signature.
	{
		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[4]; // Perfomance TIP: Order from most frequent to least frequent.
		ranges[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 2, 1, 0, D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC);	// 2 frequently changed diffuse + normal textures - using registers t1 and t2.
		ranges[1].Init(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC);	// 1 frequently changed constant buffer.
		ranges[2].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC_WHILE_SET_AT_EXECUTE);// 1 infrequently changed shadow texture - starting in register t0.
		ranges[3].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 2, 0);											// 2 static samplers.

		CD3DX12_ROOT_PARAMETER1 rootParameters[4];
		rootParameters[0].InitAsDescriptorTable(1, &ranges[0], D3D12_SHADER_VISIBILITY_PIXEL);
		rootParameters[1].InitAsDescriptorTable(1, &ranges[1], D3D12_SHADER_VISIBILITY_ALL);
		rootParameters[2].InitAsDescriptorTable(1, &ranges[2], D3D12_SHADER_VISIBILITY_PIXEL);
		rootParameters[3].InitAsDescriptorTable(1, &ranges[3], D3D12_SHADER_VISIBILITY_PIXEL);

		CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDesc;
		rootSignatureDesc.Init_1_1(_countof(rootParameters), rootParameters, 0, nullptr, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);

		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 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 = D3DCOMPILE_OPTIMIZATION_LEVEL3;
#endif

		ThrowIfFailed(D3DCompileFromFile(GetAssetFullPath(L"shaders.hlsl").c_str(), nullptr, nullptr, "VSMain", "vs_5_0", compileFlags, 0, &vertexShader, nullptr));
		ThrowIfFailed(D3DCompileFromFile(GetAssetFullPath(L"shaders.hlsl").c_str(), nullptr, nullptr, "PSMain", "ps_5_0", compileFlags, 0, &pixelShader, nullptr));

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

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

		// Describe and create the PSO for rendering the scene.
		D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
		psoDesc.InputLayout = inputLayoutDesc;
		psoDesc.pRootSignature = m_rootSignature.Get();
		psoDesc.VS = 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 = depthStencilDesc;
		psoDesc.SampleMask = UINT_MAX;
		psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
		psoDesc.NumRenderTargets = 1;
		psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
		psoDesc.DSVFormat = DXGI_FORMAT_D32_FLOAT;
		psoDesc.SampleDesc.Count = 1;

		ThrowIfFailed(m_device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&m_pipelineState)));
		NAME_D3D12_OBJECT(m_pipelineState);

		// Alter the description and create the PSO for rendering
		// the shadow map.  The shadow map does not use a pixel
		// shader or render targets.
		psoDesc.PS = CD3DX12_SHADER_BYTECODE(0, 0);
		psoDesc.RTVFormats[0] = DXGI_FORMAT_UNKNOWN;
		psoDesc.NumRenderTargets = 0;

		ThrowIfFailed(m_device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&m_pipelineStateShadowMap)));
		NAME_D3D12_OBJECT(m_pipelineStateShadowMap);
	}

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

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

		NAME_D3D12_OBJECT_INDEXED(m_renderTargets, i);
	}

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

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

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

		NAME_D3D12_OBJECT(m_depthStencil);

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

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

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

		NAME_D3D12_OBJECT(m_vertexBuffer);

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

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

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

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

			PIXEndEvent(commandList.Get());
		}

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

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

		NAME_D3D12_OBJECT(m_indexBuffer);

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

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

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

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

			PIXEndEvent(commandList.Get());
		}

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

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

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

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

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

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

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

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

			NAME_D3D12_OBJECT_INDEXED(m_textures, i);

			{
				const UINT subresourceCount = texDesc.DepthOrArraySize * texDesc.MipLevels;
				UINT64 uploadBufferSize = GetRequiredIntermediateSize(m_textures[i].Get(), 0, subresourceCount);
				ThrowIfFailed(m_device->CreateCommittedResource(
					&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
					D3D12_HEAP_FLAG_NONE,
					&CD3DX12_RESOURCE_DESC::Buffer(uploadBufferSize),
					D3D12_RESOURCE_STATE_GENERIC_READ,
					nullptr,
					IID_PPV_ARGS(&m_textureUploads[i])));

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

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

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

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

	free(pAssetData);

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

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

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

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

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

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

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

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

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

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

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

		// Create an event handle to use for frame synchronization.
		m_fenceEvent = 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 rendering pipeline dependencies.
void D3D1211on12::LoadPipeline()
{
	UINT d3d11DeviceFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
	D2D1_FACTORY_OPTIONS d2dFactoryOptions = {};
#if defined(_DEBUG)
	// Enable the D2D debug layer.
	d2dFactoryOptions.debugLevel = D2D1_DEBUG_LEVEL_INFORMATION;

	// Enable the D3D11 debug layer.
	d3d11DeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;

	// Enable the D3D12 debug layer.
	{
		ComPtr<ID3D12Debug> debugController;
		if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
		{
			debugController->EnableDebugLayer();
		}
	}
#endif

	ComPtr<IDXGIFactory4> factory;
	ThrowIfFailed(CreateDXGIFactory1(IID_PPV_ARGS(&factory)));

	if (m_useWarpDevice)
	{
		ComPtr<IDXGIAdapter> warpAdapter;
		ThrowIfFailed(factory->EnumWarpAdapter(IID_PPV_ARGS(&warpAdapter)));

		ThrowIfFailed(D3D12CreateDevice(
			warpAdapter.Get(),
			D3D_FEATURE_LEVEL_11_0,
			IID_PPV_ARGS(&m_d3d12Device)
			));
	}
	else
	{
		ComPtr<IDXGIAdapter1> hardwareAdapter;
		GetHardwareAdapter(factory.Get(), &hardwareAdapter);

		ThrowIfFailed(D3D12CreateDevice(
			hardwareAdapter.Get(),
			D3D_FEATURE_LEVEL_11_0,
			IID_PPV_ARGS(&m_d3d12Device)
			));
	}

#if defined(_DEBUG)
	// Filter a debug error coming from the 11on12 layer.
	ComPtr<ID3D12InfoQueue> infoQueue;
	if (SUCCEEDED(m_d3d12Device->QueryInterface(IID_PPV_ARGS(&infoQueue))))
	{
		// Suppress whole categories of messages.
		//D3D12_MESSAGE_CATEGORY categories[] = {};

		// Suppress messages based on their severity level.
		D3D12_MESSAGE_SEVERITY severities[] =
		{
			D3D12_MESSAGE_SEVERITY_INFO,
		};

		// Suppress individual messages by their ID.
		D3D12_MESSAGE_ID denyIds[] =
		{
			// This occurs when there are uninitialized descriptors in a descriptor table, even when a
			// shader does not access the missing descriptors.
			D3D12_MESSAGE_ID_INVALID_DESCRIPTOR_HANDLE,
		};

		D3D12_INFO_QUEUE_FILTER filter = {};
		//filter.DenyList.NumCategories = _countof(categories);
		//filter.DenyList.pCategoryList = categories;
		filter.DenyList.NumSeverities = _countof(severities);
		filter.DenyList.pSeverityList = severities;
		filter.DenyList.NumIDs = _countof(denyIds);
		filter.DenyList.pIDList = denyIds;

		ThrowIfFailed(infoQueue->PushStorageFilter(&filter));
	}
#endif

	// Describe and create the command queue.
	D3D12_COMMAND_QUEUE_DESC queueDesc = {};
	queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
	queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;

	ThrowIfFailed(m_d3d12Device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&m_commandQueue)));
	NAME_D3D12_OBJECT(m_commandQueue);

	// Describe the swap chain.
	DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
	swapChainDesc.BufferCount = FrameCount;
	swapChainDesc.Width = m_width;
	swapChainDesc.Height = m_height;
	swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
	swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
	swapChainDesc.SampleDesc.Count = 1;

	ComPtr<IDXGISwapChain1> swapChain;
	ThrowIfFailed(factory->CreateSwapChainForCoreWindow(
		m_commandQueue.Get(),		// Swap chain needs the queue so that it can force a flush on it.
		reinterpret_cast<IUnknown*>(Windows::UI::Core::CoreWindow::GetForCurrentThread()),
		&swapChainDesc,
		nullptr,
		&swapChain
		));

	ThrowIfFailed(swapChain.As(&m_swapChain));
	m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();

	// Create an 11 device wrapped around the 12 device and share
	// 12's command queue.
	ComPtr<ID3D11Device> d3d11Device;
	ThrowIfFailed(D3D11On12CreateDevice(
		m_d3d12Device.Get(),
		d3d11DeviceFlags,
		nullptr,
		0,
		reinterpret_cast<IUnknown**>(m_commandQueue.GetAddressOf()),
		1,
		0,
		&d3d11Device,
		&m_d3d11DeviceContext,
		nullptr
		));

	// Query the 11On12 device from the 11 device.
	ThrowIfFailed(d3d11Device.As(&m_d3d11On12Device));

	// Create D2D/DWrite components.
	{
		D2D1_DEVICE_CONTEXT_OPTIONS deviceOptions = D2D1_DEVICE_CONTEXT_OPTIONS_NONE;
		ThrowIfFailed(D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, __uuidof(ID2D1Factory3), &d2dFactoryOptions, &m_d2dFactory));
		ComPtr<IDXGIDevice> dxgiDevice;
		ThrowIfFailed(m_d3d11On12Device.As(&dxgiDevice));
		ThrowIfFailed(m_d2dFactory->CreateDevice(dxgiDevice.Get(), &m_d2dDevice));
		ThrowIfFailed(m_d2dDevice->CreateDeviceContext(deviceOptions, &m_d2dDeviceContext));
		ThrowIfFailed(DWriteCreateFactory(DWRITE_FACTORY_TYPE_SHARED, __uuidof(IDWriteFactory), &m_dWriteFactory));
	}

	// Query the desktop's dpi settings, which will be used to create
	// D2D's render targets.
	float dpiX;
	float dpiY;
	m_d2dFactory->GetDesktopDpi(&dpiX, &dpiY);
	D2D1_BITMAP_PROPERTIES1 bitmapProperties = D2D1::BitmapProperties1(
		D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW,
		D2D1::PixelFormat(DXGI_FORMAT_UNKNOWN, D2D1_ALPHA_MODE_PREMULTIPLIED),
		dpiX,
		dpiY
		);

	// Create descriptor heaps.
	{
		// Describe and create a render target view (RTV) descriptor heap.
		D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
		rtvHeapDesc.NumDescriptors = FrameCount;
		rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
		rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
		ThrowIfFailed(m_d3d12Device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&m_rtvHeap)));

		m_rtvDescriptorSize = m_d3d12Device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
	}

	// Create frame resources.
	{
		CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart());

		// Create a RTV, D2D render target, and a command allocator for each frame.
		for (UINT n = 0; n < FrameCount; n++)
		{
			ThrowIfFailed(m_swapChain->GetBuffer(n, IID_PPV_ARGS(&m_renderTargets[n])));
			m_d3d12Device->CreateRenderTargetView(m_renderTargets[n].Get(), nullptr, rtvHandle);

			NAME_D3D12_OBJECT_INDEXED(m_renderTargets, n);

			// Create a wrapped 11On12 resource of this back buffer. Since we are 
			// rendering all D3D12 content first and then all D2D content, we specify 
			// the In resource state as RENDER_TARGET - because D3D12 will have last 
			// used it in this state - and the Out resource state as PRESENT. When 
			// ReleaseWrappedResources() is called on the 11On12 device, the resource 
			// will be transitioned to the PRESENT state.
			D3D11_RESOURCE_FLAGS d3d11Flags = { D3D11_BIND_RENDER_TARGET };
			ThrowIfFailed(m_d3d11On12Device->CreateWrappedResource(
				m_renderTargets[n].Get(),
				&d3d11Flags,
				D3D12_RESOURCE_STATE_RENDER_TARGET,
				D3D12_RESOURCE_STATE_PRESENT,
				IID_PPV_ARGS(&m_wrappedBackBuffers[n])
				));

			// Create a render target for D2D to draw directly to this back buffer.
			ComPtr<IDXGISurface> surface;
			ThrowIfFailed(m_wrappedBackBuffers[n].As(&surface));
			ThrowIfFailed(m_d2dDeviceContext->CreateBitmapFromDxgiSurface(
				surface.Get(),
				&bitmapProperties,
				&m_d2dRenderTargets[n]
				));

			rtvHandle.Offset(1, m_rtvDescriptorSize);

			ThrowIfFailed(m_d3d12Device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_commandAllocators[n])));
		}
	}
}
// Load the rendering pipeline dependencies.
void D3D12ExecuteIndirect::LoadPipeline()
{
#if defined(_DEBUG)
	// Enable the D3D12 debug layer.
	{
		ComPtr<ID3D12Debug> debugController;
		if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
		{
			debugController->EnableDebugLayer();
		}
	}
#endif

	ComPtr<IDXGIFactory4> factory;
	ThrowIfFailed(CreateDXGIFactory1(IID_PPV_ARGS(&factory)));

	if (m_useWarpDevice)
	{
		ComPtr<IDXGIAdapter> warpAdapter;
		ThrowIfFailed(factory->EnumWarpAdapter(IID_PPV_ARGS(&warpAdapter)));

		ThrowIfFailed(D3D12CreateDevice(
			warpAdapter.Get(),
			D3D_FEATURE_LEVEL_11_0,
			IID_PPV_ARGS(&m_device)
			));
	}
	else
	{
		ComPtr<IDXGIAdapter1> hardwareAdapter;
		GetHardwareAdapter(factory.Get(), &hardwareAdapter);

		ThrowIfFailed(D3D12CreateDevice(
			hardwareAdapter.Get(),
			D3D_FEATURE_LEVEL_11_0,
			IID_PPV_ARGS(&m_device)
			));
	}

	// Describe and create the command queues.
	D3D12_COMMAND_QUEUE_DESC queueDesc = {};
	queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
	queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;

	ThrowIfFailed(m_device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&m_commandQueue)));
	NAME_D3D12_OBJECT(m_commandQueue);

	D3D12_COMMAND_QUEUE_DESC computeQueueDesc = {};
	computeQueueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
	computeQueueDesc.Type = D3D12_COMMAND_LIST_TYPE_COMPUTE;

	ThrowIfFailed(m_device->CreateCommandQueue(&computeQueueDesc, IID_PPV_ARGS(&m_computeCommandQueue)));
	NAME_D3D12_OBJECT(m_computeCommandQueue);

	// Describe and create the swap chain.
	DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
	swapChainDesc.BufferCount = FrameCount;
	swapChainDesc.Width = m_width;
	swapChainDesc.Height = m_height;
	swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
	swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
	swapChainDesc.SampleDesc.Count = 1;

	ComPtr<IDXGISwapChain1> swapChain;
	ThrowIfFailed(factory->CreateSwapChainForCoreWindow(
		m_commandQueue.Get(),		// Swap chain needs the queue so that it can force a flush on it.
		reinterpret_cast<IUnknown*>(Windows::UI::Core::CoreWindow::GetForCurrentThread()),
		&swapChainDesc,
		nullptr,
		&swapChain
		));

	ThrowIfFailed(swapChain.As(&m_swapChain));
	m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();

	// Create descriptor heaps.
	{
		// Describe and create a render target view (RTV) descriptor heap.
		D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
		rtvHeapDesc.NumDescriptors = FrameCount;
		rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
		rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
		ThrowIfFailed(m_device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&m_rtvHeap)));

		// Describe and create a depth stencil view (DSV) descriptor heap.
		D3D12_DESCRIPTOR_HEAP_DESC dsvHeapDesc = {};
		dsvHeapDesc.NumDescriptors = 1;
		dsvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
		dsvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
		ThrowIfFailed(m_device->CreateDescriptorHeap(&dsvHeapDesc, IID_PPV_ARGS(&m_dsvHeap)));

		// Describe and create a constant buffer view (CBV), Shader resource
		// view (SRV), and unordered access view (UAV) descriptor heap.
		D3D12_DESCRIPTOR_HEAP_DESC cbvSrvUavHeapDesc = {};
		cbvSrvUavHeapDesc.NumDescriptors = CbvSrvUavDescriptorCountPerFrame * FrameCount;
		cbvSrvUavHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
		cbvSrvUavHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
		ThrowIfFailed(m_device->CreateDescriptorHeap(&cbvSrvUavHeapDesc, IID_PPV_ARGS(&m_cbvSrvUavHeap)));
		NAME_D3D12_OBJECT(m_cbvSrvUavHeap);

		m_rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
		m_cbvSrvUavDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
	}

	// Create frame resources.
	{
		CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart());

		// Create a RTV and command allocators for each frame.
		for (UINT n = 0; n < FrameCount; n++)
		{
			ThrowIfFailed(m_swapChain->GetBuffer(n, IID_PPV_ARGS(&m_renderTargets[n])));
			m_device->CreateRenderTargetView(m_renderTargets[n].Get(), nullptr, rtvHandle);
			rtvHandle.Offset(1, m_rtvDescriptorSize);

			NAME_D3D12_OBJECT_INDEXED(m_renderTargets, n);

			ThrowIfFailed(m_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_commandAllocators[n])));
			ThrowIfFailed(m_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_COMPUTE, IID_PPV_ARGS(&m_computeCommandAllocators[n])));
		}
	}
}
// 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)));
		NAME_D3D12_OBJECT(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)));
		NAME_D3D12_OBJECT(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 = 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_device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&m_pipelineState)));
		NAME_D3D12_OBJECT(m_pipelineState);

		// Describe and create the compute pipeline state object (PSO).
		D3D12_COMPUTE_PIPELINE_STATE_DESC computePsoDesc = {};
		computePsoDesc.pRootSignature = m_computeRootSignature.Get();
		computePsoDesc.CS = CD3DX12_SHADER_BYTECODE(computeShader.Get());

		ThrowIfFailed(m_device->CreateComputePipelineState(&computePsoDesc, IID_PPV_ARGS(&m_computeState)));
		NAME_D3D12_OBJECT(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());

	NAME_D3D12_OBJECT(m_commandList);
	NAME_D3D12_OBJECT(m_computeCommandList);

	// 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)));

		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*>(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)
			));

		NAME_D3D12_OBJECT(m_depthStencil);

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

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

		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)));

		NAME_D3D12_OBJECT(m_constantBuffer);

		// Initialize the constant buffers for each of the triangles.
		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(SceneConstantBuffer));

		// 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(SceneConstantBuffer);
		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)));
		NAME_D3D12_OBJECT(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 = CommandSizePerFrame * 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)));

		NAME_D3D12_OBJECT(m_commandBuffer);

		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(SceneConstantBuffer);
			}
		}

		// 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(CommandBufferCounterOffset + 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])));

			NAME_D3D12_OBJECT_INDEXED(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 = CommandBufferCounterOffset;
			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();
	}
}