void Draw() { mFrameCount++; // Get current RTV descriptor auto descHandleRtvStep = mDev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); D3D12_CPU_DESCRIPTOR_HANDLE descHandleRtv = mDescHeapRtv->GetCPUDescriptorHandleForHeapStart(); descHandleRtv.ptr += ((mFrameCount - 1) % BUFFER_COUNT) * descHandleRtvStep; // Get current swap chain ID3D12Resource* d3dBuffer = mD3DBuffer[(mFrameCount - 1) % BUFFER_COUNT].Get(); // Barrier Present -> RenderTarget setResourceBarrier(mCmdList.Get(), d3dBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET); // Viewport & Scissor D3D12_VIEWPORT viewport = {}; viewport.Width = (float)mBufferWidth; viewport.Height = (float)mBufferHeight; mCmdList->RSSetViewports(1, &viewport); D3D12_RECT scissor = {}; scissor.right = (LONG)mBufferWidth; scissor.bottom = (LONG)mBufferHeight; mCmdList->RSSetScissorRects(1, &scissor); // Clear { auto saturate = [](float a) { return a < 0 ? 0 : a > 1 ? 1 : a; }; float clearColor[4]; static float h = 0.0f; h += 0.02f; if (h >= 1) h = 0.0f; clearColor[0] = saturate(std::abs(h * 6.0f - 3.0f) - 1.0f); clearColor[1] = saturate(2.0f - std::abs(h * 6.0f - 2.0f)); clearColor[2] = saturate(2.0f - std::abs(h * 6.0f - 4.0f)); mCmdList->ClearRenderTargetView(descHandleRtv, clearColor, 0, nullptr); } mCmdList->OMSetRenderTargets(1, &descHandleRtv, true, nullptr); // Draw { mCmdList->SetGraphicsRootSignature(mRootSignature.Get()); mCmdList->SetPipelineState(mPso.Get()); mCmdList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); mCmdList->IASetVertexBuffers(0, 1, &mVBView); mCmdList->IASetIndexBuffer(&mIBView); mCmdList->DrawIndexedInstanced(6, 1, 0, 0, 0); } // Barrier RenderTarget -> Present setResourceBarrier(mCmdList.Get(), d3dBuffer, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT); // Exec CHK(mCmdList->Close()); ID3D12CommandList* const cmdList = mCmdList.Get(); mCmdQueue->ExecuteCommandLists(1, &cmdList); // Present CHK(mSwapChain->Present(1, 0)); // Set queue flushed event CHK(mFence->SetEventOnCompletion(mFrameCount, mFenceEveneHandle)); // Wait for queue flushed // This code would occur CPU stall! CHK(mCmdQueue->Signal(mFence.Get(), mFrameCount)); DWORD wait = WaitForSingleObject(mFenceEveneHandle, 10000); if (wait != WAIT_OBJECT_0) throw runtime_error("Failed WaitForSingleObject()."); CHK(mCmdAlloc->Reset()); CHK(mCmdList->Reset(mCmdAlloc.Get(), nullptr)); }
void Draw() { mFrameCount++; // Get current RTV descriptor auto descHandleRtvStep = mDev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); D3D12_CPU_DESCRIPTOR_HANDLE descHandleRtv = mDescHeapRtv->GetCPUDescriptorHandleForHeapStart(); descHandleRtv.ptr += ((mFrameCount - 1) % BUFFER_COUNT) * descHandleRtvStep; // Get current swap chain ID3D12Resource* d3dBuffer = mD3DBuffer[(mFrameCount - 1) % BUFFER_COUNT].Get(); // Get DSV auto descHandleDsv = mDescHeapDsv->GetCPUDescriptorHandleForHeapStart(); // Barrier SwapChain Present -> RenderTarget setResourceBarrier(mCmdList.Get(), d3dBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET); // Barrier DepthTexture PixelShaderResource -> Depth setResourceBarrier(mCmdList.Get(), mDB.Get(), D3D12_RESOURCE_STATE_DEPTH_READ, D3D12_RESOURCE_STATE_DEPTH_WRITE); // Viewport & Scissor D3D12_VIEWPORT viewport = {}; viewport.Width = (float)mBufferWidth; viewport.Height = (float)mBufferHeight; viewport.MinDepth = 0.0f; viewport.MaxDepth = 1.0f; mCmdList->RSSetViewports(1, &viewport); D3D12_RECT scissor = {}; scissor.right = (LONG)mBufferWidth; scissor.bottom = (LONG)mBufferHeight; mCmdList->RSSetScissorRects(1, &scissor); // Clear DepthTexture mCmdList->ClearDepthStencilView(descHandleDsv, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr); // Clear { float clearColor[4] = { 0.1f, 0.2f, 0.3f, 1.0f }; mCmdList->ClearRenderTargetView(descHandleRtv, clearColor, 0, nullptr); } // Draw mCmdList->SetGraphicsRootSignature(mRootSignature.Get()); ID3D12DescriptorHeap* descHeaps[] = { mDescHeapCbvSrvUav.Get(), mDescHeapSampler.Get() }; mCmdList->SetDescriptorHeaps(ARRAYSIZE(descHeaps), descHeaps); { mCmdList->SetPipelineState(mPso.Get()); mCmdList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); mCmdList->IASetVertexBuffers(0, 1, &mVBView); mCmdList->IASetIndexBuffer(&mIBView); mCmdList->OMSetRenderTargets(0, nullptr, false, &descHandleDsv); mCmdList->DrawIndexedInstanced(6, 1, 0, 0, 0); } // Barrier DepthTexture Depth -> PixelShaderResource setResourceBarrier(mCmdList.Get(), mDB.Get(), D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_DEPTH_READ); // Draw Depth { mCmdList->SetGraphicsRootDescriptorTable(0, mDescHeapCbvSrvUav->GetGPUDescriptorHandleForHeapStart()); mCmdList->SetGraphicsRootDescriptorTable(1, mDescHeapSampler->GetGPUDescriptorHandleForHeapStart()); mCmdList->SetPipelineState(mPsoDrawDepth.Get()); mCmdList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); mCmdList->IASetVertexBuffers(0, 0, nullptr); mCmdList->IASetIndexBuffer(nullptr); mCmdList->OMSetRenderTargets(1, &descHandleRtv, true, nullptr); mCmdList->DrawInstanced(4, 1, 0, 0); } // Barrier RenderTarget -> Present setResourceBarrier(mCmdList.Get(), d3dBuffer, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT); // Exec CHK(mCmdList->Close()); ID3D12CommandList* const cmdList = mCmdList.Get(); mCmdQueue->ExecuteCommandLists(1, &cmdList); // Present CHK(mSwapChain->Present(1, 0)); // Set queue flushed event CHK(mFence->SetEventOnCompletion(mFrameCount, mFenceEveneHandle)); // Wait for queue flushed // This code would occur CPU stall! CHK(mCmdQueue->Signal(mFence.Get(), mFrameCount)); DWORD wait = WaitForSingleObject(mFenceEveneHandle, 10000); if (wait != WAIT_OBJECT_0) throw runtime_error("Failed WaitForSingleObject()."); CHK(mCmdAlloc->Reset()); CHK(mCmdList->Reset(mCmdAlloc.Get(), nullptr)); }
D3D(int width, int height, HWND hWnd) : mBufferWidth(width), mBufferHeight(height), mDev(nullptr) { { #if _DEBUG CHK(CreateDXGIFactory2(DXGI_CREATE_FACTORY_DEBUG, IID_PPV_ARGS(mDxgiFactory.ReleaseAndGetAddressOf()))); #else CHK(CreateDXGIFactory2(0, IID_PPV_ARGS(mDxgiFactory.ReleaseAndGetAddressOf()))); #endif /* _DEBUG */ } #if _DEBUG ID3D12Debug* debug = nullptr; D3D12GetDebugInterface(IID_PPV_ARGS(&debug)); if (debug) { debug->EnableDebugLayer(); debug->Release(); debug = nullptr; } #endif /* _DEBUG */ ID3D12Device* dev; CHK(D3D12CreateDevice( nullptr, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&dev))); mDev = dev; CHK(mDev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(mCmdAlloc.ReleaseAndGetAddressOf()))); D3D12_COMMAND_QUEUE_DESC queueDesc = {}; queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; CHK(mDev->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(mCmdQueue.ReleaseAndGetAddressOf()))); DXGI_SWAP_CHAIN_DESC1 scDesc = {}; scDesc.Width = width; scDesc.Height = height; scDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; scDesc.SampleDesc.Count = 1; scDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; scDesc.BufferCount = BUFFER_COUNT; scDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; CHK(mDxgiFactory->CreateSwapChainForHwnd(mCmdQueue.Get(), hWnd, &scDesc, nullptr, nullptr, mSwapChain.ReleaseAndGetAddressOf())); CHK(mDev->CreateCommandList( 0, D3D12_COMMAND_LIST_TYPE_DIRECT, mCmdAlloc.Get(), nullptr, IID_PPV_ARGS(mCmdList.ReleaseAndGetAddressOf()))); CHK(mDev->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(mFence.ReleaseAndGetAddressOf()))); mFenceEveneHandle = CreateEvent(nullptr, FALSE, FALSE, nullptr); for (int i = 0; i < BUFFER_COUNT; i++) { CHK(mSwapChain->GetBuffer(i, IID_PPV_ARGS(mD3DBuffer[i].ReleaseAndGetAddressOf()))); mD3DBuffer[i]->SetName(L"SwapChain_Buffer"); } { D3D12_DESCRIPTOR_HEAP_DESC desc = {}; desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; desc.NumDescriptors = 10; desc.NodeMask = 0; CHK(mDev->CreateDescriptorHeap(&desc, IID_PPV_ARGS(mDescHeapRtv.ReleaseAndGetAddressOf()))); desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV; desc.NumDescriptors = 10; desc.NodeMask = 0; CHK(mDev->CreateDescriptorHeap(&desc, IID_PPV_ARGS(mDescHeapDsv.ReleaseAndGetAddressOf()))); desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; desc.NumDescriptors = 100; desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; desc.NodeMask = 0; CHK(mDev->CreateDescriptorHeap(&desc, IID_PPV_ARGS(mDescHeapCbvSrvUav.ReleaseAndGetAddressOf()))); desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER; desc.NumDescriptors = 10; desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; desc.NodeMask = 0; CHK(mDev->CreateDescriptorHeap(&desc, IID_PPV_ARGS(mDescHeapSampler.ReleaseAndGetAddressOf()))); } auto rtvStep = mDev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); for (auto i = 0u; i < BUFFER_COUNT; i++) { auto d = mDescHeapRtv->GetCPUDescriptorHandleForHeapStart(); d.ptr += i * rtvStep; mDev->CreateRenderTargetView(mD3DBuffer[i].Get(), nullptr, d); } { CD3DX12_DESCRIPTOR_RANGE descRange1, descRange2; descRange1.Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0); descRange2.Init(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 1, 0); CD3DX12_ROOT_PARAMETER rootParam[2]; rootParam[0].InitAsDescriptorTable(1, &descRange1); rootParam[1].InitAsDescriptorTable(1, &descRange2); ID3D10Blob *sig, *info; auto rootSigDesc = D3D12_ROOT_SIGNATURE_DESC(); rootSigDesc.NumParameters = 2; rootSigDesc.NumStaticSamplers = 0; rootSigDesc.pParameters = rootParam; rootSigDesc.pStaticSamplers = nullptr; rootSigDesc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; CHK(D3D12SerializeRootSignature(&rootSigDesc, D3D_ROOT_SIGNATURE_VERSION_1, &sig, &info)); mDev->CreateRootSignature( 0, sig->GetBufferPointer(), sig->GetBufferSize(), IID_PPV_ARGS(mRootSignature.ReleaseAndGetAddressOf())); sig->Release(); } ID3D10Blob *vs, *ps, *vsDrawDepth, *psDrawDepth; { ID3D10Blob *info; UINT flag = 0; #if _DEBUG flag |= D3DCOMPILE_DEBUG; #endif /* _DEBUG */ CHK(D3DCompileFromFile(L"DepthBuffer.hlsl", nullptr, nullptr, "VSMain", "vs_5_0", flag, 0, &vs, &info)); CHK(D3DCompileFromFile(L"DepthBuffer.hlsl", nullptr, nullptr, "PSMain", "ps_5_0", flag, 0, &ps, &info)); CHK(D3DCompileFromFile(L"DepthBuffer.hlsl", nullptr, nullptr, "VSDrawDepth", "vs_5_0", flag, 0, &vsDrawDepth, &info)); CHK(D3DCompileFromFile(L"DepthBuffer.hlsl", nullptr, nullptr, "PSDrawDepth", "ps_5_0", flag, 0, &psDrawDepth, &info)); } D3D12_INPUT_ELEMENT_DESC inputLayout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 } }; D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {}; psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; psoDesc.InputLayout.NumElements = 1; psoDesc.InputLayout.pInputElementDescs = inputLayout; psoDesc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED; psoDesc.pRootSignature = mRootSignature.Get(); psoDesc.VS.pShaderBytecode = vs->GetBufferPointer(); psoDesc.VS.BytecodeLength = vs->GetBufferSize(); psoDesc.PS.pShaderBytecode = ps->GetBufferPointer(); psoDesc.PS.BytecodeLength = ps->GetBufferSize(); psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(CCCD3DX12_DEFAULT()); psoDesc.BlendState = CD3DX12_BLEND_DESC(CCCD3DX12_DEFAULT()); psoDesc.DepthStencilState.DepthEnable = true; psoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL; psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; psoDesc.DSVFormat = DXGI_FORMAT_D32_FLOAT; psoDesc.DepthStencilState.StencilEnable = false; psoDesc.SampleMask = UINT_MAX; psoDesc.NumRenderTargets = 0; psoDesc.SampleDesc.Count = 1; CHK(mDev->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(mPso.ReleaseAndGetAddressOf()))); vs->Release(); ps->Release(); psoDesc.InputLayout.NumElements = 0; psoDesc.VS.pShaderBytecode = vsDrawDepth->GetBufferPointer(); psoDesc.VS.BytecodeLength = vsDrawDepth->GetBufferSize(); psoDesc.PS.pShaderBytecode = psDrawDepth->GetBufferPointer(); psoDesc.PS.BytecodeLength = psDrawDepth->GetBufferSize(); psoDesc.DepthStencilState.DepthEnable = false; psoDesc.NumRenderTargets = 1; psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM; CHK(mDev->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(mPsoDrawDepth.ReleaseAndGetAddressOf()))); vsDrawDepth->Release(); psDrawDepth->Release(); struct float3 { float f[3]; }; float3 vbData[4] = { { -0.7f, 0.7f, 0.9f }, { 0.7f, 0.7f, 0.6f }, { -0.7f, -0.7f, 0.3f }, { 0.7f, -0.7f, 0.0f } }; unsigned short ibData[6] = { 0, 1, 2, 2, 1, 3 }; CHK(mDev->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD), D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Buffer(sizeof(vbData) + sizeof(ibData)), D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(mVB.ReleaseAndGetAddressOf()))); mVB->SetName(L"VertexBuffer"); char* vbUploadPtr = nullptr; CHK(mVB->Map(0, nullptr, reinterpret_cast<void**>(&vbUploadPtr))); memcpy_s(vbUploadPtr, sizeof(vbData), vbData, sizeof(vbData)); memcpy_s(vbUploadPtr + sizeof(vbData), sizeof(ibData), ibData, sizeof(ibData)); mVB->Unmap(0, nullptr); mVBView.BufferLocation = mVB->GetGPUVirtualAddress(); mVBView.StrideInBytes = sizeof(float3); mVBView.SizeInBytes = sizeof(vbData); mIBView.BufferLocation = mVB->GetGPUVirtualAddress() + sizeof(vbData); mIBView.Format = DXGI_FORMAT_R16_UINT; mIBView.SizeInBytes = sizeof(ibData); auto resourceDesc = CD3DX12_RESOURCE_DESC::Tex2D( DXGI_FORMAT_R32_TYPELESS, mBufferWidth, mBufferHeight, 1, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL, D3D12_TEXTURE_LAYOUT_UNKNOWN, 0); D3D12_CLEAR_VALUE dsvClearValue; dsvClearValue.Format = DXGI_FORMAT_D32_FLOAT; dsvClearValue.DepthStencil.Depth = 1.0f; dsvClearValue.DepthStencil.Stencil = 0; CHK(mDev->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), // No need to read/write by CPU D3D12_HEAP_FLAG_NONE, &resourceDesc, D3D12_RESOURCE_STATE_DEPTH_READ, &dsvClearValue, IID_PPV_ARGS(mDB.ReleaseAndGetAddressOf()))); mDB->SetName(L"DepthTexture"); D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = {}; dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D; dsvDesc.Format = DXGI_FORMAT_D32_FLOAT; dsvDesc.Texture2D.MipSlice = 0; dsvDesc.Flags = D3D12_DSV_FLAG_NONE; mDev->CreateDepthStencilView(mDB.Get(), &dsvDesc, mDescHeapDsv->GetCPUDescriptorHandleForHeapStart()); D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {}; srvDesc.Format = DXGI_FORMAT_R32_FLOAT; srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; srvDesc.Texture2D.MipLevels = 1; srvDesc.Texture2D.MostDetailedMip = 0; // No MIP srvDesc.Texture2D.PlaneSlice = 0; srvDesc.Texture2D.ResourceMinLODClamp = 0.0f; mDev->CreateShaderResourceView(mDB.Get(), &srvDesc, mDescHeapCbvSrvUav->GetCPUDescriptorHandleForHeapStart()); D3D12_SAMPLER_DESC samplerDesc; samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; samplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; samplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; samplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; samplerDesc.MinLOD = -FLT_MAX; samplerDesc.MaxLOD = FLT_MAX; samplerDesc.MipLODBias = 0; samplerDesc.MaxAnisotropy = 0; samplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER; mDev->CreateSampler(&samplerDesc, mDescHeapSampler->GetCPUDescriptorHandleForHeapStart()); }
D3D(int width, int height, HWND hWnd) : mBufferWidth(width), mBufferHeight(height), mDev(nullptr) { { #if _DEBUG CHK(CreateDXGIFactory2(DXGI_CREATE_FACTORY_DEBUG, IID_PPV_ARGS(mDxgiFactory.ReleaseAndGetAddressOf()))); #else CHK(CreateDXGIFactory2(0, IID_PPV_ARGS(mDxgiFactory.ReleaseAndGetAddressOf()))); #endif /* _DEBUG */ } #if _DEBUG ID3D12Debug* debug = nullptr; D3D12GetDebugInterface(IID_PPV_ARGS(&debug)); if (debug) { debug->EnableDebugLayer(); debug->Release(); debug = nullptr; } #endif /* _DEBUG */ ID3D12Device* dev; CHK(D3D12CreateDevice( nullptr, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&dev))); mDev = dev; CHK(mDev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(mCmdAlloc.ReleaseAndGetAddressOf()))); D3D12_COMMAND_QUEUE_DESC queueDesc = {}; queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; CHK(mDev->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(mCmdQueue.ReleaseAndGetAddressOf()))); DXGI_SWAP_CHAIN_DESC1 scDesc = {}; scDesc.Width = width; scDesc.Height = height; scDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; scDesc.SampleDesc.Count = 1; scDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; scDesc.BufferCount = BUFFER_COUNT; scDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; CHK(mDxgiFactory->CreateSwapChainForHwnd(mCmdQueue.Get(), hWnd, &scDesc, nullptr, nullptr, mSwapChain.ReleaseAndGetAddressOf())); CHK(mDev->CreateCommandList( 0, D3D12_COMMAND_LIST_TYPE_DIRECT, mCmdAlloc.Get(), nullptr, IID_PPV_ARGS(mCmdList.ReleaseAndGetAddressOf()))); CHK(mDev->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(mFence.ReleaseAndGetAddressOf()))); mFenceEveneHandle = CreateEvent(nullptr, FALSE, FALSE, nullptr); for (int i = 0; i < BUFFER_COUNT; i++) { CHK(mSwapChain->GetBuffer(i, IID_PPV_ARGS(mD3DBuffer[i].ReleaseAndGetAddressOf()))); mD3DBuffer[i]->SetName(L"SwapChain_Buffer"); } { D3D12_DESCRIPTOR_HEAP_DESC desc = {}; desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; desc.NumDescriptors = 10; desc.NodeMask = 0; CHK(mDev->CreateDescriptorHeap(&desc, IID_PPV_ARGS(mDescHeapRtv.ReleaseAndGetAddressOf()))); desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; desc.NumDescriptors = 100; desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; desc.NodeMask = 0; CHK(mDev->CreateDescriptorHeap(&desc, IID_PPV_ARGS(mDescHeapCbvSrvUav.ReleaseAndGetAddressOf()))); desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER; desc.NumDescriptors = 10; desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; desc.NodeMask = 0; CHK(mDev->CreateDescriptorHeap(&desc, IID_PPV_ARGS(mDescHeapSampler.ReleaseAndGetAddressOf()))); } auto rtvStep = mDev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); for (auto i = 0u; i < BUFFER_COUNT; i++) { auto d = mDescHeapRtv->GetCPUDescriptorHandleForHeapStart(); d.ptr += i * rtvStep; mDev->CreateRenderTargetView(mD3DBuffer[i].Get(), nullptr, d); } { CD3DX12_DESCRIPTOR_RANGE descRange1, descRange2; descRange1.Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0); descRange2.Init(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 1, 0); CD3DX12_ROOT_PARAMETER rootParam[2]; rootParam[0].InitAsDescriptorTable(1, &descRange1); rootParam[1].InitAsDescriptorTable(1, &descRange2); ID3D10Blob *sig, *info; auto rootSigDesc = D3D12_ROOT_SIGNATURE_DESC(); rootSigDesc.NumParameters = 2; rootSigDesc.NumStaticSamplers = 0; rootSigDesc.pParameters = rootParam; rootSigDesc.pStaticSamplers = nullptr; CHK(D3D12SerializeRootSignature(&rootSigDesc, D3D_ROOT_SIGNATURE_VERSION_1, &sig, &info)); mDev->CreateRootSignature( 0, sig->GetBufferPointer(), sig->GetBufferSize(), IID_PPV_ARGS(mRootSignature.ReleaseAndGetAddressOf())); sig->Release(); } ID3D10Blob *vs, *ps; { ID3D10Blob *info; UINT flag = 0; #if _DEBUG flag |= D3DCOMPILE_DEBUG; #endif /* _DEBUG */ CHK(D3DCompileFromFile(L"Texture.hlsl", nullptr, nullptr, "VSMain", "vs_5_0", flag, 0, &vs, &info)); CHK(D3DCompileFromFile(L"Texture.hlsl", nullptr, nullptr, "PSMain", "ps_5_0", flag, 0, &ps, &info)); } D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {}; psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; psoDesc.InputLayout.NumElements = 0; psoDesc.pRootSignature = mRootSignature.Get(); psoDesc.VS.pShaderBytecode = vs->GetBufferPointer(); psoDesc.VS.BytecodeLength = vs->GetBufferSize(); psoDesc.PS.pShaderBytecode = ps->GetBufferPointer(); psoDesc.PS.BytecodeLength = ps->GetBufferSize(); psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(CCCD3DX12_DEFAULT()); psoDesc.BlendState = CD3DX12_BLEND_DESC(CCCD3DX12_DEFAULT()); psoDesc.DepthStencilState.DepthEnable = false; psoDesc.DepthStencilState.StencilEnable = false; psoDesc.SampleMask = UINT_MAX; psoDesc.NumRenderTargets = 1; psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM; psoDesc.SampleDesc.Count = 1; CHK(mDev->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(mPso.ReleaseAndGetAddressOf()))); vs->Release(); ps->Release(); { // Read DDS file vector<char> texData(4 * 256 * 256); ifstream ifs("d3d12.dds", ios::binary); if (!ifs) throw runtime_error("Texture not found."); ifs.seekg(128, ios::beg); // Skip DDS header ifs.read(texData.data(), texData.size()); D3D12_RESOURCE_DESC resourceDesc = CD3DX12_RESOURCE_DESC::Tex2D( DXGI_FORMAT_B8G8R8A8_UNORM, 256, 256, 1, 1, 1, 0, D3D12_RESOURCE_FLAG_NONE, D3D12_TEXTURE_LAYOUT_UNKNOWN, 0); CHK(mDev->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD), D3D12_HEAP_FLAG_NONE, &resourceDesc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(mTex.ReleaseAndGetAddressOf()))); mTex->SetName(L"Texure"); D3D12_BOX box = {}; box.right = 256; box.bottom = 256; box.back = 1; CHK(mTex->WriteToSubresource(0, &box, texData.data(), 4 * 256, 4 * 256 * 256)); } D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {}; srvDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; srvDesc.Texture2D.MipLevels = 1; // No MIP srvDesc.Texture2D.MostDetailedMip = 0; srvDesc.Texture2D.PlaneSlice = 0; srvDesc.Texture2D.ResourceMinLODClamp = 0.0f; mDev->CreateShaderResourceView(mTex.Get(), &srvDesc, mDescHeapCbvSrvUav->GetCPUDescriptorHandleForHeapStart()); D3D12_SAMPLER_DESC samplerDesc; samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; samplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; samplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; samplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; samplerDesc.MinLOD = -FLT_MAX; samplerDesc.MaxLOD = FLT_MAX; samplerDesc.MipLODBias = 0; samplerDesc.MaxAnisotropy = 0; samplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER; mDev->CreateSampler(&samplerDesc, mDescHeapSampler->GetCPUDescriptorHandleForHeapStart()); }
D3D(int width, int height, HWND hWnd) : mBufferWidth(width), mBufferHeight(height), mDev(nullptr) { { #if _DEBUG CHK(CreateDXGIFactory2(DXGI_CREATE_FACTORY_DEBUG, IID_PPV_ARGS(mDxgiFactory.ReleaseAndGetAddressOf()))); #else CHK(CreateDXGIFactory2(0, IID_PPV_ARGS(mDxgiFactory.ReleaseAndGetAddressOf()))); #endif /* _DEBUG */ } #if _DEBUG ID3D12Debug* debug = nullptr; D3D12GetDebugInterface(IID_PPV_ARGS(&debug)); if (debug) { debug->EnableDebugLayer(); debug->Release(); debug = nullptr; } #endif /* _DEBUG */ ID3D12Device* dev; CHK(D3D12CreateDevice( nullptr, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&dev))); mDev = dev; CHK(mDev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(mCmdAlloc.ReleaseAndGetAddressOf()))); D3D12_COMMAND_QUEUE_DESC queueDesc = {}; queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; CHK(mDev->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(mCmdQueue.ReleaseAndGetAddressOf()))); DXGI_SWAP_CHAIN_DESC1 scDesc = {}; scDesc.Width = width; scDesc.Height = height; scDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; scDesc.SampleDesc.Count = 1; scDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; scDesc.BufferCount = BUFFER_COUNT; scDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; CHK(mDxgiFactory->CreateSwapChainForHwnd(mCmdQueue.Get(), hWnd, &scDesc, nullptr, nullptr, mSwapChain.ReleaseAndGetAddressOf())); CHK(mDev->CreateCommandList( 0, D3D12_COMMAND_LIST_TYPE_DIRECT, mCmdAlloc.Get(), nullptr, IID_PPV_ARGS(mCmdList.ReleaseAndGetAddressOf()))); CHK(mDev->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(mFence.ReleaseAndGetAddressOf()))); mFenceEveneHandle = CreateEvent(nullptr, FALSE, FALSE, nullptr); for (int i = 0; i < BUFFER_COUNT; i++) { CHK(mSwapChain->GetBuffer(i, IID_PPV_ARGS(mD3DBuffer[i].ReleaseAndGetAddressOf()))); mD3DBuffer[i]->SetName(L"SwapChain_Buffer"); } { D3D12_DESCRIPTOR_HEAP_DESC desc = {}; desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; desc.NumDescriptors = 10; //desc.Flags = D3D12_DESCRIPTOR_HEAP_SHADER_VISIBLE; desc.NodeMask = 0; CHK(mDev->CreateDescriptorHeap(&desc, IID_PPV_ARGS(mDescHeapRtv.ReleaseAndGetAddressOf()))); } auto rtvStep = mDev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); for (auto i = 0u; i < BUFFER_COUNT; i++) { auto d = mDescHeapRtv->GetCPUDescriptorHandleForHeapStart(); d.ptr += i * rtvStep; mDev->CreateRenderTargetView(mD3DBuffer[i].Get(), nullptr, d); } { ID3D10Blob *sig, *info; auto rootSigDesc = D3D12_ROOT_SIGNATURE_DESC(); CHK(D3D12SerializeRootSignature(&rootSigDesc, D3D_ROOT_SIGNATURE_VERSION_1, &sig, &info)); mDev->CreateRootSignature( 0, sig->GetBufferPointer(), sig->GetBufferSize(), IID_PPV_ARGS(mRootSignature.ReleaseAndGetAddressOf())); sig->Release(); } ID3D10Blob *vs, *ps; { ID3D10Blob *info; UINT flag = 0; #if _DEBUG flag |= D3DCOMPILE_DEBUG; #endif /* _DEBUG */ CHK(D3DCompileFromFile(L"Shader.hlsl", nullptr, nullptr, "VSMain", "vs_5_0", flag, 0, &vs, &info)); CHK(D3DCompileFromFile(L"Shader.hlsl", nullptr, nullptr, "PSMain", "ps_5_0", flag, 0, &ps, &info)); } D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {}; psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; psoDesc.InputLayout.NumElements = 0; psoDesc.pRootSignature = mRootSignature.Get(); psoDesc.VS.pShaderBytecode = vs->GetBufferPointer(); psoDesc.VS.BytecodeLength = vs->GetBufferSize(); psoDesc.PS.pShaderBytecode = ps->GetBufferPointer(); psoDesc.PS.BytecodeLength = ps->GetBufferSize(); psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3DX12_DEFAULT); psoDesc.BlendState = CD3DX12_BLEND_DESC(D3DX12_DEFAULT); psoDesc.DepthStencilState.DepthEnable = false; psoDesc.DepthStencilState.StencilEnable = false; psoDesc.SampleMask = UINT_MAX; psoDesc.NumRenderTargets = 1; psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM; psoDesc.SampleDesc.Count = 1; CHK(mDev->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(mPso.ReleaseAndGetAddressOf()))); vs->Release(); ps->Release(); }
D3D(int width, int height, HWND hWnd) : mBufferWidth(width), mBufferHeight(height), mDev(nullptr) { { #if _DEBUG CHK(CreateDXGIFactory2(DXGI_CREATE_FACTORY_DEBUG, IID_PPV_ARGS(mDxgiFactory.ReleaseAndGetAddressOf()))); #else CHK(CreateDXGIFactory2(0, IID_PPV_ARGS(mDxgiFactory.ReleaseAndGetAddressOf()))); #endif /* _DEBUG */ } #if _DEBUG ID3D12Debug* debug = nullptr; D3D12GetDebugInterface(IID_PPV_ARGS(&debug)); if (debug) { debug->EnableDebugLayer(); debug->Release(); debug = nullptr; } #endif /* _DEBUG */ ID3D12Device* dev; CHK(D3D12CreateDevice( nullptr, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&dev))); mDev = dev; for (auto& a : mCmdAlloc) { CHK(mDev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(a.ReleaseAndGetAddressOf()))); } D3D12_COMMAND_QUEUE_DESC queueDesc = {}; queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; CHK(mDev->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(mCmdQueue.ReleaseAndGetAddressOf()))); DXGI_SWAP_CHAIN_DESC1 scDesc = {}; scDesc.Width = width; scDesc.Height = height; scDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; scDesc.SampleDesc.Count = 1; scDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; scDesc.BufferCount = BUFFER_COUNT; scDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; CHK(mDxgiFactory->CreateSwapChainForHwnd(mCmdQueue.Get(), hWnd, &scDesc, nullptr, nullptr, mSwapChain.ReleaseAndGetAddressOf())); CHK(mDev->CreateCommandList( 0, D3D12_COMMAND_LIST_TYPE_DIRECT, mCmdAlloc[0].Get(), nullptr, IID_PPV_ARGS(mCmdList.ReleaseAndGetAddressOf()))); mCmdList->Close(); CHK(mDev->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(mFence.ReleaseAndGetAddressOf()))); mFenceEveneHandle = CreateEvent(nullptr, FALSE, FALSE, nullptr); for (int i = 0; i < BUFFER_COUNT; i++) { CHK(mSwapChain->GetBuffer(i, IID_PPV_ARGS(mD3DBuffer[i].ReleaseAndGetAddressOf()))); mD3DBuffer[i]->SetName(L"SwapChain_Buffer"); } { D3D12_DESCRIPTOR_HEAP_DESC desc = {}; desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; desc.NumDescriptors = 10; desc.NodeMask = 0; CHK(mDev->CreateDescriptorHeap(&desc, IID_PPV_ARGS(mDescHeapRtv.ReleaseAndGetAddressOf()))); desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV; desc.NumDescriptors = 10; desc.NodeMask = 0; CHK(mDev->CreateDescriptorHeap(&desc, IID_PPV_ARGS(mDescHeapDsv.ReleaseAndGetAddressOf()))); desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; desc.NumDescriptors = 100; desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; desc.NodeMask = 0; CHK(mDev->CreateDescriptorHeap(&desc, IID_PPV_ARGS(mDescHeapCbvSrvUav.ReleaseAndGetAddressOf()))); } auto rtvStep = mDev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); for (auto i = 0u; i < BUFFER_COUNT; i++) { auto d = mDescHeapRtv->GetCPUDescriptorHandleForHeapStart(); d.ptr += i * rtvStep; mDev->CreateRenderTargetView(mD3DBuffer[i].Get(), nullptr, d); } { CD3DX12_DESCRIPTOR_RANGE descRange1[1]; descRange1[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0); CD3DX12_ROOT_PARAMETER rootParam[2]; rootParam[0].InitAsDescriptorTable(ARRAYSIZE(descRange1), descRange1); rootParam[1].InitAsConstants(1, 1, 0); ID3D10Blob *sig, *info; auto rootSigDesc = D3D12_ROOT_SIGNATURE_DESC(); rootSigDesc.NumParameters = ARRAYSIZE(rootParam); rootSigDesc.NumStaticSamplers = 0; rootSigDesc.pParameters = rootParam; rootSigDesc.pStaticSamplers = nullptr; rootSigDesc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; CHK(D3D12SerializeRootSignature(&rootSigDesc, D3D_ROOT_SIGNATURE_VERSION_1, &sig, &info)); mDev->CreateRootSignature( 0, sig->GetBufferPointer(), sig->GetBufferSize(), IID_PPV_ARGS(mRootSignature.ReleaseAndGetAddressOf())); sig->Release(); } ID3D10Blob *vs, *ps; { ID3D10Blob *info; UINT flag = 0; #if _DEBUG flag |= D3DCOMPILE_DEBUG; #endif /* _DEBUG */ CHK(D3DCompileFromFile(L"ParallelFrameRootConstant.hlsl", nullptr, nullptr, "VSMain", "vs_5_0", flag, 0, &vs, &info)); CHK(D3DCompileFromFile(L"ParallelFrameRootConstant.hlsl", nullptr, nullptr, "PSMain", "ps_5_0", flag, 0, &ps, &info)); } D3D12_INPUT_ELEMENT_DESC inputLayout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, }; D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {}; psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; psoDesc.InputLayout.NumElements = 3; psoDesc.InputLayout.pInputElementDescs = inputLayout; psoDesc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED; psoDesc.pRootSignature = mRootSignature.Get(); psoDesc.VS.pShaderBytecode = vs->GetBufferPointer(); psoDesc.VS.BytecodeLength = vs->GetBufferSize(); psoDesc.PS.pShaderBytecode = ps->GetBufferPointer(); psoDesc.PS.BytecodeLength = ps->GetBufferSize(); psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(CCCD3DX12_DEFAULT()); psoDesc.BlendState = CD3DX12_BLEND_DESC(CCCD3DX12_DEFAULT()); psoDesc.DepthStencilState.DepthEnable = true; psoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL; psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; psoDesc.DepthStencilState.StencilEnable = false; psoDesc.SampleMask = UINT_MAX; psoDesc.NumRenderTargets = 1; psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM; psoDesc.DSVFormat = DXGI_FORMAT_D32_FLOAT; psoDesc.SampleDesc.Count = 1; CHK(mDev->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(mPso.ReleaseAndGetAddressOf()))); vs->Release(); ps->Release(); WaveFrontReader<uint16_t> mesh; CHK(mesh.Load(L"../Mesh/teapot.obj")); mIndexCount = static_cast<UINT>(mesh.indices.size()); mVBIndexOffset = static_cast<UINT>(sizeof(mesh.vertices[0]) * mesh.vertices.size()); UINT IBSize = static_cast<UINT>(sizeof(mesh.indices[0]) * mIndexCount); void* vbData = mesh.vertices.data(); void* ibData = mesh.indices.data(); CHK(mDev->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD), D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Buffer(sizeof(mVBIndexOffset) + sizeof(IBSize)), D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(mVB.ReleaseAndGetAddressOf()))); mVB->SetName(L"VertexBuffer"); char* vbUploadPtr = nullptr; CHK(mVB->Map(0, nullptr, reinterpret_cast<void**>(&vbUploadPtr))); memcpy_s(vbUploadPtr, mVBIndexOffset, vbData, mVBIndexOffset); memcpy_s(vbUploadPtr + mVBIndexOffset, IBSize, ibData, IBSize); mVB->Unmap(0, nullptr); mVBView.BufferLocation = mVB->GetGPUVirtualAddress(); mVBView.StrideInBytes = sizeof(mesh.vertices[0]); mVBView.SizeInBytes = mVBIndexOffset; mIBView.BufferLocation = mVB->GetGPUVirtualAddress() + mVBIndexOffset; mIBView.Format = DXGI_FORMAT_R16_UINT; mIBView.SizeInBytes = IBSize; auto resourceDesc = CD3DX12_RESOURCE_DESC::Tex2D( DXGI_FORMAT_R32_TYPELESS, mBufferWidth, mBufferHeight, 1, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL, D3D12_TEXTURE_LAYOUT_UNKNOWN, 0); D3D12_CLEAR_VALUE dsvClearValue; dsvClearValue.Format = DXGI_FORMAT_D32_FLOAT; dsvClearValue.DepthStencil.Depth = 1.0f; dsvClearValue.DepthStencil.Stencil = 0; CHK(mDev->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), // No need to read/write by CPU D3D12_HEAP_FLAG_NONE, &resourceDesc, D3D12_RESOURCE_STATE_DEPTH_WRITE, &dsvClearValue, IID_PPV_ARGS(mDB.ReleaseAndGetAddressOf()))); mDB->SetName(L"DepthTexture"); D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = {}; dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D; dsvDesc.Format = DXGI_FORMAT_D32_FLOAT; dsvDesc.Texture2D.MipSlice = 0; dsvDesc.Flags = D3D12_DSV_FLAG_NONE; mDev->CreateDepthStencilView(mDB.Get(), &dsvDesc, mDescHeapDsv->GetCPUDescriptorHandleForHeapStart()); UINT cbSize = 512; // 128 * MaxFrameLatency, 256 byte aligned CHK(mDev->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD), D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Buffer(cbSize), D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(mCB.ReleaseAndGetAddressOf()))); mCB->SetName(L"ConstantBuffer"); D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {}; cbvDesc.BufferLocation = mCB->GetGPUVirtualAddress(); cbvDesc.SizeInBytes = cbSize; mDev->CreateConstantBufferView( &cbvDesc, mDescHeapCbvSrvUav->GetCPUDescriptorHandleForHeapStart()); CHK(mCB->Map(0, nullptr, reinterpret_cast<void**>(&mCBUploadPtr))); }
void Draw() { mFrameCount++; int cmdIndex = mFrameCount % MaxFrameLatency; auto* cmdQueue = mCmdQueue.Get(); auto* cmdList = mCmdList.Get(); // Wait untill next queue be freed if (mFrameCount > MaxFrameLatency) { mFence->SetEventOnCompletion(mFrameCount - MaxFrameLatency, mFenceEveneHandle); DWORD wait = WaitForSingleObject(mFenceEveneHandle, 10000); if (wait != WAIT_OBJECT_0) throw runtime_error("Failed WaitForSingleObject()."); CHK(mCmdAlloc[cmdIndex]->Reset()); } CHK(cmdList->Reset(mCmdAlloc[cmdIndex].Get(), nullptr)); // Upload constant buffer { static float rot = 0.0f; rot += 1.0f; if (rot >= 360.0f) rot = 0.0f; XMMATRIX worldMat, viewMat, projMat; worldMat = XMMatrixRotationY(XMConvertToRadians(rot)); viewMat = XMMatrixLookAtLH({ 0, 1, -1.5f }, { 0, 0.5f, 0 }, { 0, 1, 0 }); projMat = XMMatrixPerspectiveFovLH(45, (float)mBufferWidth / mBufferHeight, 0.01f, 50.0f); auto mvpMat = XMMatrixTranspose(worldMat * viewMat * projMat); auto worldTransMat = XMMatrixTranspose(worldMat); // mCBUploadPtr is Write-Combine memory // Shift offset to guarantee that the pointer has not referred by executing command list. char* ptr = reinterpret_cast<char*>(mCBUploadPtr) + sizeof(float[16]) * cmdIndex; memcpy_s(ptr, 64, &mvpMat, 64); const auto worldMatrixOffset = sizeof(float[16]) * MaxFrameLatency; memcpy_s(ptr + worldMatrixOffset, 64, &worldTransMat, 64); } // Get current RTV descriptor auto descHandleRtvStep = mDev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); D3D12_CPU_DESCRIPTOR_HANDLE descHandleRtv = mDescHeapRtv->GetCPUDescriptorHandleForHeapStart(); descHandleRtv.ptr += ((mFrameCount - 1) % BUFFER_COUNT) * descHandleRtvStep; // Get current swap chain ID3D12Resource* d3dBuffer = mD3DBuffer[(mFrameCount - 1) % BUFFER_COUNT].Get(); // Get DSV auto descHandleDsv = mDescHeapDsv->GetCPUDescriptorHandleForHeapStart(); // Barrier Present -> RenderTarget setResourceBarrier(mCmdList.Get(), d3dBuffer, D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET); // Viewport & Scissor D3D12_VIEWPORT viewport = {}; viewport.Width = (float)mBufferWidth; viewport.Height = (float)mBufferHeight; viewport.MinDepth = 0.0f; viewport.MaxDepth = 1.0f; cmdList->RSSetViewports(1, &viewport); D3D12_RECT scissor = {}; scissor.right = (LONG)mBufferWidth; scissor.bottom = (LONG)mBufferHeight; cmdList->RSSetScissorRects(1, &scissor); // Clear DepthTexture cmdList->ClearDepthStencilView(descHandleDsv, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, nullptr); // Clear { float clearColor[4] = { 0.1f, 0.2f, 0.3f, 1.0f }; mCmdList->ClearRenderTargetView(descHandleRtv, clearColor, 0, nullptr); } mCmdList->OMSetRenderTargets(1, &descHandleRtv, true, &descHandleDsv); // Draw cmdList->SetGraphicsRootSignature(mRootSignature.Get()); ID3D12DescriptorHeap* descHeaps[] = { mDescHeapCbvSrvUav.Get() }; cmdList->SetDescriptorHeaps(ARRAYSIZE(descHeaps), descHeaps); cmdList->SetGraphicsRoot32BitConstant(1, cmdIndex, 0); { cmdList->SetGraphicsRootDescriptorTable(0, mDescHeapCbvSrvUav->GetGPUDescriptorHandleForHeapStart()); cmdList->SetPipelineState(mPso.Get()); cmdList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); cmdList->IASetVertexBuffers(0, 1, &mVBView); cmdList->IASetIndexBuffer(&mIBView); cmdList->DrawIndexedInstanced(mIndexCount, 1, 0, 0, 0); } // Barrier RenderTarget -> Present setResourceBarrier(mCmdList.Get(), d3dBuffer, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT); // Exec CHK(cmdList->Close()); ID3D12CommandList* const cmdLists = cmdList; cmdQueue->ExecuteCommandLists(1, &cmdLists); CHK(cmdQueue->Signal(mFence.Get(), mFrameCount)); // Present CHK(mSwapChain->Present(1, 0)); }
D3D(int width, int height, HWND hWnd) : mBufferWidth(width), mBufferHeight(height), mDev(nullptr) { { #if _DEBUG CHK(CreateDXGIFactory2(DXGI_CREATE_FACTORY_DEBUG, IID_PPV_ARGS(mDxgiFactory.ReleaseAndGetAddressOf()))); #else CHK(CreateDXGIFactory2(0, IID_PPV_ARGS(mDxgiFactory.ReleaseAndGetAddressOf()))); #endif /* _DEBUG */ } #if _DEBUG ID3D12Debug* debug = nullptr; D3D12GetDebugInterface(IID_PPV_ARGS(&debug)); if (debug) { debug->EnableDebugLayer(); debug->Release(); debug = nullptr; } #endif /* _DEBUG */ ID3D12Device* dev; CHK(D3D12CreateDevice( nullptr, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&dev))); mDev = dev; CHK(mDev->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(mCmdAlloc.ReleaseAndGetAddressOf()))); D3D12_COMMAND_QUEUE_DESC queueDesc = {}; queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; CHK(mDev->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(mCmdQueue.ReleaseAndGetAddressOf()))); DXGI_SWAP_CHAIN_DESC1 scDesc = {}; scDesc.Width = width; scDesc.Height = height; scDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; scDesc.SampleDesc.Count = 1; scDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; scDesc.BufferCount = BUFFER_COUNT; scDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; CHK(mDxgiFactory->CreateSwapChainForHwnd(mCmdQueue.Get(), hWnd, &scDesc, nullptr, nullptr, mSwapChain.ReleaseAndGetAddressOf())); CHK(mDev->CreateCommandList( 0, D3D12_COMMAND_LIST_TYPE_DIRECT, mCmdAlloc.Get(), nullptr, IID_PPV_ARGS(mCmdList.ReleaseAndGetAddressOf()))); CHK(mDev->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(mFence.ReleaseAndGetAddressOf()))); mFenceEveneHandle = CreateEvent(nullptr, FALSE, FALSE, nullptr); for (int i = 0; i < BUFFER_COUNT; i++) { CHK(mSwapChain->GetBuffer(i, IID_PPV_ARGS(mD3DBuffer[i].ReleaseAndGetAddressOf()))); mD3DBuffer[i]->SetName(L"SwapChain_Buffer"); } { D3D12_DESCRIPTOR_HEAP_DESC desc = {}; desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; desc.NumDescriptors = 10; desc.NodeMask = 0; CHK(mDev->CreateDescriptorHeap(&desc, IID_PPV_ARGS(mDescHeapRtv.ReleaseAndGetAddressOf()))); desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV; desc.NumDescriptors = 10; desc.NodeMask = 0; CHK(mDev->CreateDescriptorHeap(&desc, IID_PPV_ARGS(mDescHeapDsv.ReleaseAndGetAddressOf()))); desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; desc.NumDescriptors = 100; desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; desc.NodeMask = 0; CHK(mDev->CreateDescriptorHeap(&desc, IID_PPV_ARGS(mDescHeapCbvSrvUav.ReleaseAndGetAddressOf()))); desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER; desc.NumDescriptors = 100; desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; desc.NodeMask = 0; CHK(mDev->CreateDescriptorHeap(&desc, IID_PPV_ARGS(mDescHeapSampler.ReleaseAndGetAddressOf()))); } auto rtvStep = mDev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); for (auto i = 0u; i < BUFFER_COUNT; i++) { auto d = mDescHeapRtv->GetCPUDescriptorHandleForHeapStart(); d.ptr += i * rtvStep; mDev->CreateRenderTargetView(mD3DBuffer[i].Get(), nullptr, d); } { CD3DX12_DESCRIPTOR_RANGE descRange1[2]; descRange1[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0); descRange1[1].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0); CD3DX12_DESCRIPTOR_RANGE descRange2[1]; descRange2[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 1, 0); CD3DX12_ROOT_PARAMETER rootParam[2]; rootParam[0].InitAsDescriptorTable(ARRAYSIZE(descRange1), descRange1); rootParam[1].InitAsDescriptorTable(ARRAYSIZE(descRange2), descRange2, D3D12_SHADER_VISIBILITY_PIXEL); ID3D10Blob *sig, *info; auto rootSigDesc = D3D12_ROOT_SIGNATURE_DESC(); rootSigDesc.NumParameters = ARRAYSIZE(rootParam); rootSigDesc.NumStaticSamplers = 0; rootSigDesc.pParameters = rootParam; rootSigDesc.pStaticSamplers = nullptr; rootSigDesc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; CHK(D3D12SerializeRootSignature(&rootSigDesc, D3D_ROOT_SIGNATURE_VERSION_1, &sig, &info)); mDev->CreateRootSignature( 0, sig->GetBufferPointer(), sig->GetBufferSize(), IID_PPV_ARGS(mRootSignature.ReleaseAndGetAddressOf())); sig->Release(); } ID3D10Blob *vs, *ps; { ID3D10Blob *info; UINT flag = 0; #if _DEBUG flag |= D3DCOMPILE_DEBUG; #endif /* _DEBUG */ CHK(D3DCompileFromFile(L"MeshTex.hlsl", nullptr, nullptr, "VSMain", "vs_5_0", flag, 0, &vs, &info)); CHK(D3DCompileFromFile(L"MeshTex.hlsl", nullptr, nullptr, "PSMain", "ps_5_0", flag, 0, &ps, &info)); } D3D12_INPUT_ELEMENT_DESC inputLayout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, }; D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {}; psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; psoDesc.InputLayout.NumElements = 3; psoDesc.InputLayout.pInputElementDescs = inputLayout; psoDesc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED; psoDesc.pRootSignature = mRootSignature.Get(); psoDesc.VS.pShaderBytecode = vs->GetBufferPointer(); psoDesc.VS.BytecodeLength = vs->GetBufferSize(); psoDesc.PS.pShaderBytecode = ps->GetBufferPointer(); psoDesc.PS.BytecodeLength = ps->GetBufferSize(); psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3DX12_DEFAULT); psoDesc.BlendState = CD3DX12_BLEND_DESC(D3DX12_DEFAULT); psoDesc.DepthStencilState.DepthEnable = true; psoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL; psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; psoDesc.DepthStencilState.StencilEnable = false; psoDesc.SampleMask = UINT_MAX; psoDesc.NumRenderTargets = 1; psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM; psoDesc.DSVFormat = DXGI_FORMAT_D32_FLOAT; psoDesc.SampleDesc.Count = 1; CHK(mDev->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(mPso.ReleaseAndGetAddressOf()))); vs->Release(); ps->Release(); WaveFrontReader<uint16_t> mesh; CHK(mesh.Load(L"teapot_tex2.obj")); mIndexCount = static_cast<UINT>(mesh.indices.size()); mVBIndexOffset = static_cast<UINT>(sizeof(mesh.vertices[0]) * mesh.vertices.size()); UINT IBSize = static_cast<UINT>(sizeof(mesh.indices[0]) * mIndexCount); void* vbData = mesh.vertices.data(); void* ibData = mesh.indices.data(); CHK(mDev->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD), D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Buffer(mVBIndexOffset + IBSize), D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(mVB.ReleaseAndGetAddressOf()))); mVB->SetName(L"VertexBuffer"); char* vbUploadPtr = nullptr; CHK(mVB->Map(0, nullptr, reinterpret_cast<void**>(&vbUploadPtr))); memcpy_s(vbUploadPtr, mVBIndexOffset, vbData, mVBIndexOffset); memcpy_s(vbUploadPtr + mVBIndexOffset, IBSize, ibData, IBSize); mVB->Unmap(0, nullptr); mVBView.BufferLocation = mVB->GetGPUVirtualAddress(); mVBView.StrideInBytes = sizeof(mesh.vertices[0]); mVBView.SizeInBytes = mVBIndexOffset; mIBView.BufferLocation = mVB->GetGPUVirtualAddress() + mVBIndexOffset; mIBView.Format = DXGI_FORMAT_R16_UINT; mIBView.SizeInBytes = IBSize; auto resourceDesc = CD3DX12_RESOURCE_DESC::Tex2D( DXGI_FORMAT_R32_TYPELESS, mBufferWidth, mBufferHeight, 1, 1, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL, D3D12_TEXTURE_LAYOUT_UNKNOWN, 0); D3D12_CLEAR_VALUE dsvClearValue; dsvClearValue.Format = DXGI_FORMAT_D32_FLOAT; dsvClearValue.DepthStencil.Depth = 1.0f; dsvClearValue.DepthStencil.Stencil = 0; CHK(mDev->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), // No need to read/write by CPU D3D12_HEAP_FLAG_NONE, &resourceDesc, D3D12_RESOURCE_STATE_DEPTH_WRITE, &dsvClearValue, IID_PPV_ARGS(mDB.ReleaseAndGetAddressOf()))); mDB->SetName(L"DepthTexture"); D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = {}; dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D; dsvDesc.Format = DXGI_FORMAT_D32_FLOAT; dsvDesc.Texture2D.MipSlice = 0; dsvDesc.Flags = D3D12_DSV_FLAG_NONE; mDev->CreateDepthStencilView(mDB.Get(), &dsvDesc, mDescHeapDsv->GetCPUDescriptorHandleForHeapStart()); CHK(mDev->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD), D3D12_HEAP_FLAG_NONE, &CD3DX12_RESOURCE_DESC::Buffer(D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT), D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(mCB.ReleaseAndGetAddressOf()))); mCB->SetName(L"ConstantBuffer"); D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {}; cbvDesc.BufferLocation = mCB->GetGPUVirtualAddress(); cbvDesc.SizeInBytes = D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT; // must be a multiple of 256 mDev->CreateConstantBufferView( &cbvDesc, mDescHeapCbvSrvUav->GetCPUDescriptorHandleForHeapStart()); CHK(mCB->Map(0, nullptr, reinterpret_cast<void**>(&mCBUploadPtr))); { // Read DDS file vector<char> texData(4 * 256 * 256); ifstream ifs("cat.dds", ios::binary); if (!ifs) throw runtime_error("Texture not found."); ifs.seekg(128, ios::beg); // Skip DDS header ifs.read(texData.data(), texData.size()); resourceDesc = CD3DX12_RESOURCE_DESC::Tex2D( DXGI_FORMAT_B8G8R8A8_UNORM, 256, 256, 1, 1, 1, 0, D3D12_RESOURCE_FLAG_NONE, D3D12_TEXTURE_LAYOUT_UNKNOWN, 0); CHK(mDev->CreateCommittedResource( &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD), D3D12_HEAP_FLAG_NONE, &resourceDesc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(mTex.ReleaseAndGetAddressOf()))); mTex->SetName(L"Texure"); D3D12_BOX box = {}; box.right = 256; box.bottom = 256; box.back = 1; CHK(mTex->WriteToSubresource(0, &box, texData.data(), 4 * 256, 4 * 256 * 256)); } D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {}; srvDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; srvDesc.Texture2D.MipLevels = 1; srvDesc.Texture2D.MostDetailedMip = 0; // No MIP srvDesc.Texture2D.PlaneSlice = 0; srvDesc.Texture2D.ResourceMinLODClamp = 0.0f; auto cbvSrcUavDescHandle = mDescHeapCbvSrvUav->GetCPUDescriptorHandleForHeapStart(); auto cbvSrvUavDescStep = mDev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); cbvSrcUavDescHandle.ptr += cbvSrvUavDescStep; mDev->CreateShaderResourceView(mTex.Get(), &srvDesc, cbvSrcUavDescHandle); D3D12_SAMPLER_DESC samplerDesc; samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; samplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; samplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; samplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; samplerDesc.MinLOD = -FLT_MAX; samplerDesc.MaxLOD = FLT_MAX; samplerDesc.MipLODBias = 0; samplerDesc.MaxAnisotropy = 0; samplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER; mDev->CreateSampler(&samplerDesc, mDescHeapSampler->GetCPUDescriptorHandleForHeapStart()); }