示例#1
0
	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));
	}
示例#2
0
	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));
	}
示例#3
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 = 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());
	}
示例#4
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_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());
	}
示例#5
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.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));
	}
示例#8
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());
	}