本文最后更新于 46 天前,其中的信息可能已经有所发展或是发生改变。
首先需要安装VisualStudio。
设置Dx12项目
打开VisualStudio,创建空项目。

然后自己起一个名字,点击创建项目。

接下来进行项目的配置
在项目中点击右键 – 属性

按顺序点击“链接器” -> “系统” -> “子系统” -> 选择”窗口” -> 按”确定”

然后再进入项目的属性页面
这次点击“链接器” -> “输入” -> “附加依赖项”

在新打开的窗口中添加
d3d12.lib
dxgi.lib
d3dcompiler.lib
dxguid.lib
如下,点击”确定“

然后项目配置就完成啦。
写代码
在源文件中创建一个 main.cpp 文件


在新创建的文件中输入以下内容:
main.cpp(点击展开)
#include <windows.h>
#include <d3d12.h>
#include <dxgi1_6.h>
#include <D3Dcompiler.h>
#include <DirectXMath.h>
#include <wrl.h>
#include <string>
#include "d3dx12.h"
using namespace Microsoft::WRL;
using namespace DirectX;
// 程序的全局属性
int CHZT_WINDOW_WIDTH = 1280;
int CHZT_WINDOW_HEIGHT = 720;
const float ChztClearColor[] = { 0.5f, 0.2f, 0.6f, 1.0f };
// 窗口处理函数
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
// RGBA颜色类
class CtRgbaColor {
public:
CtRgbaColor(float a_r, float a_g, float a_b, float a_a);
~CtRgbaColor();
void setColorValue(float a_r = 0.0f, float a_g = 0.0f, float a_b = 0.0f, float a_a = 1.0f);
private:
ComPtr<float> p_color;
};
// 应用程序类
class D3D12Application {
public:
D3D12Application(HINSTANCE hInstance);
~D3D12Application();
bool Initialize();
void Run();
private:
bool InitWindow();
bool InitD3D();
void Update();
void Render();
void CleanupD3D();
private:
HINSTANCE m_hInstance;
HWND m_hWnd;
// DirectX 12 对象
static const UINT FrameCount = 2;
ComPtr<ID3D12Device> m_device;
ComPtr<IDXGISwapChain3> m_swapChain;
ComPtr<ID3D12CommandQueue> m_commandQueue;
ComPtr<ID3D12DescriptorHeap> m_rtvHeap;
ComPtr<ID3D12Resource> m_renderTargets[FrameCount];
ComPtr<ID3D12CommandAllocator> m_commandAllocator;
ComPtr<ID3D12GraphicsCommandList> m_commandList;
ComPtr<ID3D12Fence> m_fence;
UINT m_rtvDescriptorSize;
UINT m_frameIndex;
HANDLE m_fenceEvent;
UINT64 m_fenceValue;
// 窗口尺寸
int m_width;
int m_height;
};
// 应用程序入口点
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) {
D3D12Application app(hInstance);
if (!app.Initialize()) {
return -1;
}
app.Run();
return 0;
}
D3D12Application::D3D12Application(HINSTANCE hInstance) :
m_hInstance(hInstance),
m_width(CHZT_WINDOW_WIDTH),
m_height(CHZT_WINDOW_HEIGHT),
m_frameIndex(0),
m_fenceValue(0) {
}
D3D12Application::~D3D12Application() {
CleanupD3D();
}
bool D3D12Application::Initialize() {
if (!InitWindow()) {
return false;
}
if (!InitD3D()) {
return false;
}
return true;
}
bool D3D12Application::InitWindow() {
// 注册窗口类
WNDCLASSEX wcex = {};
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.hInstance = m_hInstance;
wcex.hCursor = LoadCursor(nullptr, IDC_ARROW);
wcex.lpszClassName = L"ChztD3D12AppWindowClass";
if (!RegisterClassEx(&wcex)) {
MessageBox(NULL, L"窗口注册失败", L"错误", MB_OK);
return false;
}
// 计算窗口尺寸
RECT rc = { 0, 0, m_width, m_height };
AdjustWindowRect(&rc, WS_OVERLAPPEDWINDOW, FALSE);
// 创建窗口
m_hWnd = CreateWindow(
L"ChztD3D12AppWindowClass",
L"Chzt DirectX 12 应用程序",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT,
rc.right - rc.left, rc.bottom - rc.top,
nullptr,
nullptr,
m_hInstance,
nullptr);
if (!m_hWnd) {
MessageBox(NULL, L"窗口创建失败", L"错误", MB_OK);
return false;
}
ShowWindow(m_hWnd, SW_SHOW);
UpdateWindow(m_hWnd);
return true;
}
// 窗口处理函数实现
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) {
switch (message) {
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
void D3D12Application::Run() {
MSG msg = {};
while (msg.message != WM_QUIT) {
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else {
Update();
Render();
}
}
}
bool D3D12Application::InitD3D() {
HRESULT hr = S_OK;
// 启用调试层(仅在Debug模式下)
#if defined(_DEBUG)
ComPtr<ID3D12Debug> debugController;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController)))) {
debugController->EnableDebugLayer();
}
#endif
// 创建DXGI工厂
ComPtr<IDXGIFactory6> factory;
hr = CreateDXGIFactory2(0, IID_PPV_ARGS(&factory));
if (FAILED(hr)) {
MessageBox(NULL, L"创建DXGI工厂失败", L"错误", MB_OK);
return false;
}
// 创建硬件设备
ComPtr<IDXGIAdapter1> hardwareAdapter;
for (UINT adapterIndex = 0;
SUCCEEDED(factory->EnumAdapterByGpuPreference(
adapterIndex,
DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE,
IID_PPV_ARGS(&hardwareAdapter)));
++adapterIndex) {
DXGI_ADAPTER_DESC1 desc;
hardwareAdapter->GetDesc1(&desc);
// 跳过软件渲染器
if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) {
continue;
}
// 检查是否支持D3D12
if (SUCCEEDED(D3D12CreateDevice(
hardwareAdapter.Get(),
D3D_FEATURE_LEVEL_12_0,
_uuidof(ID3D12Device),
nullptr))) {
break;
}
}
// 创建D3D12设备
hr = D3D12CreateDevice(
hardwareAdapter.Get(),
D3D_FEATURE_LEVEL_12_0,
IID_PPV_ARGS(&m_device));
if (FAILED(hr)) {
MessageBox(NULL, L"创建D3D12设备失败", L"错误", MB_OK);
return false;
}
// 创建命令队列
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
hr = m_device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&m_commandQueue));
if (FAILED(hr)) {
MessageBox(NULL, L"创建命令队列失败", L"错误", MB_OK);
return false;
}
// 创建交换链
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
swapChainDesc.BufferCount = FrameCount;
swapChainDesc.Width = m_width;
swapChainDesc.Height = m_height;
swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
swapChainDesc.SampleDesc.Count = 1;
ComPtr<IDXGISwapChain1> swapChain;
hr = factory->CreateSwapChainForHwnd(
m_commandQueue.Get(),
m_hWnd,
&swapChainDesc,
nullptr,
nullptr,
&swapChain);
if (FAILED(hr)) {
MessageBox(NULL, L"创建交换链失败", L"错误", MB_OK);
return false;
}
// 禁用Alt+Enter全屏切换
hr = factory->MakeWindowAssociation(m_hWnd, DXGI_MWA_NO_ALT_ENTER);
// 获取IDXGISwapChain3接口
hr = swapChain.As(&m_swapChain);
if (FAILED(hr)) {
MessageBox(NULL, L"获取IDXGISwapChain3接口失败", L"错误", MB_OK);
return false;
}
// 获取当前后缓冲区索引
m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();
// 创建描述符堆
D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
rtvHeapDesc.NumDescriptors = FrameCount;
rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
hr = m_device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&m_rtvHeap));
if (FAILED(hr)) {
MessageBox(NULL, L"创建RTV描述符堆失败", L"错误", MB_OK);
return false;
}
// 获取描述符大小
m_rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
// 创建渲染目标视图
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart());
for (UINT i = 0; i < FrameCount; i++) {
hr = m_swapChain->GetBuffer(i, IID_PPV_ARGS(&m_renderTargets[i]));
if (FAILED(hr)) {
MessageBox(NULL, L"获取交换链缓冲区失败", L"错误", MB_OK);
return false;
}
m_device->CreateRenderTargetView(m_renderTargets[i].Get(), nullptr, rtvHandle);
rtvHandle.Offset(1, m_rtvDescriptorSize);
}
// 创建命令分配器
hr = m_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_commandAllocator));
if (FAILED(hr)) {
MessageBox(NULL, L"创建命令分配器失败", L"错误", MB_OK);
return false;
}
// 创建命令列表
hr = m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_commandAllocator.Get(), nullptr, IID_PPV_ARGS(&m_commandList));
if (FAILED(hr)) {
MessageBox(NULL, L"创建命令列表失败", L"错误", MB_OK);
return false;
}
// 关闭命令列表
m_commandList->Close();
// 创建围栏和事件句柄
hr = m_device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&m_fence));
if (FAILED(hr)) {
MessageBox(NULL, L"创建围栏失败", L"错误", MB_OK);
return false;
}
m_fenceValue = 1;
m_fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
if (m_fenceEvent == nullptr) {
hr = HRESULT_FROM_WIN32(GetLastError());
if (FAILED(hr)) {
MessageBox(NULL, L"创建围栏事件失败", L"错误", MB_OK);
return false;
}
}
return true;
}
void D3D12Application::Update() {
// 这里可以添加更新逻辑
}
void D3D12Application::Render() {
// 重置命令分配器和命令列表
HRESULT hr = m_commandAllocator->Reset();
if (FAILED(hr)) {
return;
}
hr = m_commandList->Reset(m_commandAllocator.Get(), nullptr);
if (FAILED(hr)) {
return;
}
// 设置资源屏障 - 转换渲染目标为渲染目标状态
CD3DX12_RESOURCE_BARRIER barrier = CD3DX12_RESOURCE_BARRIER::Transition(
m_renderTargets[m_frameIndex].Get(),
D3D12_RESOURCE_STATE_PRESENT,
D3D12_RESOURCE_STATE_RENDER_TARGET);
m_commandList->ResourceBarrier(1, &barrier);
// 设置渲染目标视图句柄
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(
m_rtvHeap->GetCPUDescriptorHandleForHeapStart(),
m_frameIndex,
m_rtvDescriptorSize);
// 设置渲染目标
m_commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, nullptr);
// 清除渲染目标
const float clearColor[] = { ChztClearColor[0], ChztClearColor[1], ChztClearColor[2], ChztClearColor[3]};
m_commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
// 这里可以添加绘制命令
// 设置资源屏障 - 转换渲染目标为呈现状态
barrier = CD3DX12_RESOURCE_BARRIER::Transition(
m_renderTargets[m_frameIndex].Get(),
D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATE_PRESENT);
m_commandList->ResourceBarrier(1, &barrier);
// 关闭命令列表
hr = m_commandList->Close();
if (FAILED(hr)) {
return;
}
// 执行命令列表
ID3D12CommandList* ppCommandLists[] = { m_commandList.Get() };
m_commandQueue->ExecuteCommandLists(_countof(ppCommandLists), ppCommandLists);
// 呈现
hr = m_swapChain->Present(1, 0);
if (FAILED(hr)) {
return;
}
// 等待 GPU 完成处理
const UINT64 fence = m_fenceValue;
hr = m_commandQueue->Signal(m_fence.Get(), fence);
if (FAILED(hr)) {
return;
}
m_fenceValue++;
// 等待 GPU 完成
if (m_fence->GetCompletedValue() < fence) {
hr = m_fence->SetEventOnCompletion(fence, m_fenceEvent);
if (FAILED(hr)) {
return;
}
WaitForSingleObject(m_fenceEvent, INFINITE);
}
// 更新帧索引
m_frameIndex = m_swapChain->GetCurrentBackBufferIndex();
}
void D3D12Application::CleanupD3D() {
// 等待GPU完成所有工作
if (m_device) {
// 刷新命令队列
if (m_commandQueue && m_fence && m_fenceEvent) {
const UINT64 fence = m_fenceValue;
HRESULT hr = m_commandQueue->Signal(m_fence.Get(), fence);
if (SUCCEEDED(hr)) {
if (m_fence->GetCompletedValue() < fence) {
m_fence->SetEventOnCompletion(fence, m_fenceEvent);
WaitForSingleObject(m_fenceEvent, INFINITE);
}
}
}
}
// 关闭事件句柄
if (m_fenceEvent) {
CloseHandle(m_fenceEvent);
m_fenceEvent = nullptr;
}
// ComPtr智能指针会自动释放接口
}
输入完如下,会有报错,但先不慌。

再来创建一个头文件 d3dx12.h


写入以下内容
d3dx12.h(点击展开)
//////////////////////////////////////////////////////////////////////////////
//
// 版权所有 (C) Microsoft Corporation。保留所有权利。
//
// 文件: d3dx12.h
// 内容: D3DX12 实用工具库
//
//////////////////////////////////////////////////////////////////////////////
#ifndef __D3DX12_H__
#define __D3DX12_H__
#include "d3d12.h"
#if defined( __cplusplus )
struct CD3DX12_DEFAULT {};
extern const DECLSPEC_SELECTANY CD3DX12_DEFAULT D3D12_DEFAULT;
//------------------------------------------------------------------------------------------------
inline bool operator==( const D3D12_VIEWPORT& l, const D3D12_VIEWPORT& r )
{
return l.TopLeftX == r.TopLeftX && l.TopLeftY == r.TopLeftY && l.Width == r.Width &&
l.Height == r.Height && l.MinDepth == r.MinDepth && l.MaxDepth == r.MaxDepth;
}
//------------------------------------------------------------------------------------------------
inline bool operator!=( const D3D12_VIEWPORT& l, const D3D12_VIEWPORT& r )
{ return !( l == r ); }
//------------------------------------------------------------------------------------------------
struct CD3DX12_RECT : public D3D12_RECT
{
CD3DX12_RECT()
{}
explicit CD3DX12_RECT( const D3D12_RECT& o ) :
D3D12_RECT( o )
{}
explicit CD3DX12_RECT(
LONG Left,
LONG Top,
LONG Right,
LONG Bottom )
{
left = Left;
top = Top;
right = Right;
bottom = Bottom;
}
~CD3DX12_RECT() {}
operator const D3D12_RECT&() const { return *this; }
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_BOX : public D3D12_BOX
{
CD3DX12_BOX()
{}
explicit CD3DX12_BOX( const D3D12_BOX& o ) :
D3D12_BOX( o )
{}
explicit CD3DX12_BOX(
LONG Left,
LONG Right )
{
left = Left;
top = 0;
front = 0;
right = Right;
bottom = 1;
back = 1;
}
explicit CD3DX12_BOX(
LONG Left,
LONG Top,
LONG Right,
LONG Bottom )
{
left = Left;
top = Top;
front = 0;
right = Right;
bottom = Bottom;
back = 1;
}
explicit CD3DX12_BOX(
LONG Left,
LONG Top,
LONG Front,
LONG Right,
LONG Bottom,
LONG Back )
{
left = Left;
top = Top;
front = Front;
right = Right;
bottom = Bottom;
back = Back;
}
~CD3DX12_BOX() {}
operator const D3D12_BOX&() const { return *this; }
};
inline bool operator==( const D3D12_BOX& l, const D3D12_BOX& r )
{
return l.left == r.left && l.top == r.top && l.front == r.front &&
l.right == r.right && l.bottom == r.bottom && l.back == r.back;
}
inline bool operator!=( const D3D12_BOX& l, const D3D12_BOX& r )
{ return !( l == r ); }
//------------------------------------------------------------------------------------------------
struct CD3DX12_DEPTH_STENCIL_DESC : public D3D12_DEPTH_STENCIL_DESC
{
CD3DX12_DEPTH_STENCIL_DESC()
{}
explicit CD3DX12_DEPTH_STENCIL_DESC( const D3D12_DEPTH_STENCIL_DESC& o ) :
D3D12_DEPTH_STENCIL_DESC( o )
{}
explicit CD3DX12_DEPTH_STENCIL_DESC( CD3DX12_DEFAULT )
{
DepthEnable = TRUE;
DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
DepthFunc = D3D12_COMPARISON_FUNC_LESS;
StencilEnable = FALSE;
StencilReadMask = D3D12_DEFAULT_STENCIL_READ_MASK;
StencilWriteMask = D3D12_DEFAULT_STENCIL_WRITE_MASK;
const D3D12_DEPTH_STENCILOP_DESC defaultStencilOp =
{ D3D12_STENCIL_OP_KEEP, D3D12_STENCIL_OP_KEEP, D3D12_STENCIL_OP_KEEP, D3D12_COMPARISON_FUNC_ALWAYS };
FrontFace = defaultStencilOp;
BackFace = defaultStencilOp;
}
explicit CD3DX12_DEPTH_STENCIL_DESC(
BOOL depthEnable,
D3D12_DEPTH_WRITE_MASK depthWriteMask,
D3D12_COMPARISON_FUNC depthFunc,
BOOL stencilEnable,
UINT8 stencilReadMask,
UINT8 stencilWriteMask,
D3D12_STENCIL_OP frontStencilFailOp,
D3D12_STENCIL_OP frontStencilDepthFailOp,
D3D12_STENCIL_OP frontStencilPassOp,
D3D12_COMPARISON_FUNC frontStencilFunc,
D3D12_STENCIL_OP backStencilFailOp,
D3D12_STENCIL_OP backStencilDepthFailOp,
D3D12_STENCIL_OP backStencilPassOp,
D3D12_COMPARISON_FUNC backStencilFunc )
{
DepthEnable = depthEnable;
DepthWriteMask = depthWriteMask;
DepthFunc = depthFunc;
StencilEnable = stencilEnable;
StencilReadMask = stencilReadMask;
StencilWriteMask = stencilWriteMask;
FrontFace.StencilFailOp = frontStencilFailOp;
FrontFace.StencilDepthFailOp = frontStencilDepthFailOp;
FrontFace.StencilPassOp = frontStencilPassOp;
FrontFace.StencilFunc = frontStencilFunc;
BackFace.StencilFailOp = backStencilFailOp;
BackFace.StencilDepthFailOp = backStencilDepthFailOp;
BackFace.StencilPassOp = backStencilPassOp;
BackFace.StencilFunc = backStencilFunc;
}
~CD3DX12_DEPTH_STENCIL_DESC() {}
operator const D3D12_DEPTH_STENCIL_DESC&() const { return *this; }
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_BLEND_DESC : public D3D12_BLEND_DESC
{
CD3DX12_BLEND_DESC()
{}
explicit CD3DX12_BLEND_DESC( const D3D12_BLEND_DESC& o ) :
D3D12_BLEND_DESC( o )
{}
explicit CD3DX12_BLEND_DESC( CD3DX12_DEFAULT )
{
AlphaToCoverageEnable = FALSE;
IndependentBlendEnable = FALSE;
const D3D12_RENDER_TARGET_BLEND_DESC defaultRenderTargetBlendDesc =
{
FALSE,FALSE,
D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
D3D12_LOGIC_OP_NOOP,
D3D12_COLOR_WRITE_ENABLE_ALL,
};
for (UINT i = 0; i < D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
RenderTarget[ i ] = defaultRenderTargetBlendDesc;
}
~CD3DX12_BLEND_DESC() {}
operator const D3D12_BLEND_DESC&() const { return *this; }
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_RASTERIZER_DESC : public D3D12_RASTERIZER_DESC
{
CD3DX12_RASTERIZER_DESC()
{}
explicit CD3DX12_RASTERIZER_DESC( const D3D12_RASTERIZER_DESC& o ) :
D3D12_RASTERIZER_DESC( o )
{}
explicit CD3DX12_RASTERIZER_DESC( CD3DX12_DEFAULT )
{
FillMode = D3D12_FILL_MODE_SOLID;
CullMode = D3D12_CULL_MODE_BACK;
FrontCounterClockwise = FALSE;
DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
DepthClipEnable = TRUE;
MultisampleEnable = FALSE;
AntialiasedLineEnable = FALSE;
ForcedSampleCount = 0;
ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
}
explicit CD3DX12_RASTERIZER_DESC(
D3D12_FILL_MODE fillMode,
D3D12_CULL_MODE cullMode,
BOOL frontCounterClockwise,
INT depthBias,
FLOAT depthBiasClamp,
FLOAT slopeScaledDepthBias,
BOOL depthClipEnable,
BOOL multisampleEnable,
BOOL antialiasedLineEnable,
UINT forcedSampleCount,
D3D12_CONSERVATIVE_RASTERIZATION_MODE conservativeRaster)
{
FillMode = fillMode;
CullMode = cullMode;
FrontCounterClockwise = frontCounterClockwise;
DepthBias = depthBias;
DepthBiasClamp = depthBiasClamp;
SlopeScaledDepthBias = slopeScaledDepthBias;
DepthClipEnable = depthClipEnable;
MultisampleEnable = multisampleEnable;
AntialiasedLineEnable = antialiasedLineEnable;
ForcedSampleCount = forcedSampleCount;
ConservativeRaster = conservativeRaster;
}
~CD3DX12_RASTERIZER_DESC() {}
operator const D3D12_RASTERIZER_DESC&() const { return *this; }
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_RESOURCE_ALLOCATION_INFO : public D3D12_RESOURCE_ALLOCATION_INFO
{
CD3DX12_RESOURCE_ALLOCATION_INFO()
{}
explicit CD3DX12_RESOURCE_ALLOCATION_INFO( const D3D12_RESOURCE_ALLOCATION_INFO& o ) :
D3D12_RESOURCE_ALLOCATION_INFO( o )
{}
CD3DX12_RESOURCE_ALLOCATION_INFO(
UINT64 size,
UINT64 alignment )
{
SizeInBytes = size;
Alignment = alignment;
}
operator const D3D12_RESOURCE_ALLOCATION_INFO&() const { return *this; }
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_HEAP_PROPERTIES : public D3D12_HEAP_PROPERTIES
{
CD3DX12_HEAP_PROPERTIES()
{}
explicit CD3DX12_HEAP_PROPERTIES(const D3D12_HEAP_PROPERTIES &o) :
D3D12_HEAP_PROPERTIES(o)
{}
CD3DX12_HEAP_PROPERTIES(
D3D12_CPU_PAGE_PROPERTY cpuPageProperty,
D3D12_MEMORY_POOL memoryPoolPreference,
UINT creationNodeMask = 1,
UINT nodeMask = 1 )
{
Type = D3D12_HEAP_TYPE_CUSTOM;
CPUPageProperty = cpuPageProperty;
MemoryPoolPreference = memoryPoolPreference;
CreationNodeMask = creationNodeMask;
VisibleNodeMask = nodeMask;
}
explicit CD3DX12_HEAP_PROPERTIES(
D3D12_HEAP_TYPE type,
UINT creationNodeMask = 1,
UINT nodeMask = 1 )
{
Type = type;
CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
CreationNodeMask = creationNodeMask;
VisibleNodeMask = nodeMask;
}
operator const D3D12_HEAP_PROPERTIES&() const { return *this; }
bool IsCPUAccessible() const
{
return Type == D3D12_HEAP_TYPE_UPLOAD || Type == D3D12_HEAP_TYPE_READBACK || (Type == D3D12_HEAP_TYPE_CUSTOM &&
(CPUPageProperty == D3D12_CPU_PAGE_PROPERTY_WRITE_COMBINE || CPUPageProperty == D3D12_CPU_PAGE_PROPERTY_WRITE_BACK));
}
};
inline bool operator==( const D3D12_HEAP_PROPERTIES& l, const D3D12_HEAP_PROPERTIES& r )
{
return l.Type == r.Type && l.CPUPageProperty == r.CPUPageProperty &&
l.MemoryPoolPreference == r.MemoryPoolPreference &&
l.CreationNodeMask == r.CreationNodeMask &&
l.VisibleNodeMask == r.VisibleNodeMask;
}
inline bool operator!=( const D3D12_HEAP_PROPERTIES& l, const D3D12_HEAP_PROPERTIES& r )
{ return !( l == r ); }
//------------------------------------------------------------------------------------------------
struct CD3DX12_HEAP_DESC : public D3D12_HEAP_DESC
{
CD3DX12_HEAP_DESC()
{}
explicit CD3DX12_HEAP_DESC(const D3D12_HEAP_DESC &o) :
D3D12_HEAP_DESC(o)
{}
CD3DX12_HEAP_DESC(
UINT64 size,
D3D12_HEAP_PROPERTIES properties,
UINT64 alignment = 0,
D3D12_HEAP_FLAGS flags = D3D12_HEAP_FLAG_NONE )
{
SizeInBytes = size;
Properties = properties;
Alignment = alignment;
Flags = flags;
}
CD3DX12_HEAP_DESC(
UINT64 size,
D3D12_HEAP_TYPE type,
UINT64 alignment = 0,
D3D12_HEAP_FLAGS flags = D3D12_HEAP_FLAG_NONE )
{
SizeInBytes = size;
Properties = CD3DX12_HEAP_PROPERTIES( type );
Alignment = alignment;
Flags = flags;
}
CD3DX12_HEAP_DESC(
UINT64 size,
D3D12_CPU_PAGE_PROPERTY cpuPageProperty,
D3D12_MEMORY_POOL memoryPoolPreference,
UINT64 alignment = 0,
D3D12_HEAP_FLAGS flags = D3D12_HEAP_FLAG_NONE )
{
SizeInBytes = size;
Properties = CD3DX12_HEAP_PROPERTIES( cpuPageProperty, memoryPoolPreference );
Alignment = alignment;
Flags = flags;
}
CD3DX12_HEAP_DESC(
const D3D12_RESOURCE_ALLOCATION_INFO& resAllocInfo,
D3D12_HEAP_PROPERTIES properties,
D3D12_HEAP_FLAGS flags = D3D12_HEAP_FLAG_NONE )
{
SizeInBytes = resAllocInfo.SizeInBytes;
Properties = properties;
Alignment = resAllocInfo.Alignment;
Flags = flags;
}
CD3DX12_HEAP_DESC(
const D3D12_RESOURCE_ALLOCATION_INFO& resAllocInfo,
D3D12_HEAP_TYPE type,
D3D12_HEAP_FLAGS flags = D3D12_HEAP_FLAG_NONE )
{
SizeInBytes = resAllocInfo.SizeInBytes;
Properties = CD3DX12_HEAP_PROPERTIES( type );
Alignment = resAllocInfo.Alignment;
Flags = flags;
}
CD3DX12_HEAP_DESC(
const D3D12_RESOURCE_ALLOCATION_INFO& resAllocInfo,
D3D12_CPU_PAGE_PROPERTY cpuPageProperty,
D3D12_MEMORY_POOL memoryPoolPreference,
D3D12_HEAP_FLAGS flags = D3D12_HEAP_FLAG_NONE )
{
SizeInBytes = resAllocInfo.SizeInBytes;
Properties = CD3DX12_HEAP_PROPERTIES( cpuPageProperty, memoryPoolPreference );
Alignment = resAllocInfo.Alignment;
Flags = flags;
}
operator const D3D12_HEAP_DESC&() const { return *this; }
bool IsCPUAccessible() const
{ return static_cast< const CD3DX12_HEAP_PROPERTIES* >( &Properties )->IsCPUAccessible(); }
};
inline bool operator==( const D3D12_HEAP_DESC& l, const D3D12_HEAP_DESC& r )
{
return l.SizeInBytes == r.SizeInBytes &&
l.Properties == r.Properties &&
l.Alignment == r.Alignment &&
l.Flags == r.Flags;
}
inline bool operator!=( const D3D12_HEAP_DESC& l, const D3D12_HEAP_DESC& r )
{ return !( l == r ); }
//------------------------------------------------------------------------------------------------
struct CD3DX12_CLEAR_VALUE : public D3D12_CLEAR_VALUE
{
CD3DX12_CLEAR_VALUE()
{}
explicit CD3DX12_CLEAR_VALUE(const D3D12_CLEAR_VALUE &o) :
D3D12_CLEAR_VALUE(o)
{}
CD3DX12_CLEAR_VALUE(
DXGI_FORMAT format,
const FLOAT color[4] )
{
Format = format;
memcpy( Color, color, sizeof( Color ) );
}
CD3DX12_CLEAR_VALUE(
DXGI_FORMAT format,
FLOAT depth,
UINT8 stencil )
{
Format = format;
/* 使用 memcpy 保留 NAN 值 */
memcpy( &DepthStencil.Depth, &depth, sizeof( depth ) );
DepthStencil.Stencil = stencil;
}
operator const D3D12_CLEAR_VALUE&() const { return *this; }
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_RANGE : public D3D12_RANGE
{
CD3DX12_RANGE()
{}
explicit CD3DX12_RANGE(const D3D12_RANGE &o) :
D3D12_RANGE(o)
{}
CD3DX12_RANGE(
SIZE_T begin,
SIZE_T end )
{
Begin = begin;
End = end;
}
operator const D3D12_RANGE&() const { return *this; }
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_SHADER_BYTECODE : public D3D12_SHADER_BYTECODE
{
CD3DX12_SHADER_BYTECODE()
{}
explicit CD3DX12_SHADER_BYTECODE(const D3D12_SHADER_BYTECODE &o) :
D3D12_SHADER_BYTECODE(o)
{}
CD3DX12_SHADER_BYTECODE(
ID3DBlob* pShaderBlob )
{
pShaderBytecode = pShaderBlob->GetBufferPointer();
BytecodeLength = pShaderBlob->GetBufferSize();
}
CD3DX12_SHADER_BYTECODE(
void* _pShaderBytecode,
SIZE_T bytecodeLength )
{
pShaderBytecode = _pShaderBytecode;
BytecodeLength = bytecodeLength;
}
operator const D3D12_SHADER_BYTECODE&() const { return *this; }
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_TILED_RESOURCE_COORDINATE : public D3D12_TILED_RESOURCE_COORDINATE
{
CD3DX12_TILED_RESOURCE_COORDINATE()
{}
explicit CD3DX12_TILED_RESOURCE_COORDINATE(const D3D12_TILED_RESOURCE_COORDINATE &o) :
D3D12_TILED_RESOURCE_COORDINATE(o)
{}
CD3DX12_TILED_RESOURCE_COORDINATE(
UINT x,
UINT y,
UINT z,
UINT subresource )
{
X = x;
Y = y;
Z = z;
Subresource = subresource;
}
operator const D3D12_TILED_RESOURCE_COORDINATE&() const { return *this; }
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_TILE_REGION_SIZE : public D3D12_TILE_REGION_SIZE
{
CD3DX12_TILE_REGION_SIZE()
{}
explicit CD3DX12_TILE_REGION_SIZE(const D3D12_TILE_REGION_SIZE &o) :
D3D12_TILE_REGION_SIZE(o)
{}
CD3DX12_TILE_REGION_SIZE(
UINT numTiles,
BOOL useBox,
UINT width,
UINT16 height,
UINT16 depth )
{
NumTiles = numTiles;
UseBox = useBox;
Width = width;
Height = height;
Depth = depth;
}
operator const D3D12_TILE_REGION_SIZE&() const { return *this; }
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_SUBRESOURCE_TILING : public D3D12_SUBRESOURCE_TILING
{
CD3DX12_SUBRESOURCE_TILING()
{}
explicit CD3DX12_SUBRESOURCE_TILING(const D3D12_SUBRESOURCE_TILING &o) :
D3D12_SUBRESOURCE_TILING(o)
{}
CD3DX12_SUBRESOURCE_TILING(
UINT widthInTiles,
UINT16 heightInTiles,
UINT16 depthInTiles,
UINT startTileIndexInOverallResource )
{
WidthInTiles = widthInTiles;
HeightInTiles = heightInTiles;
DepthInTiles = depthInTiles;
StartTileIndexInOverallResource = startTileIndexInOverallResource;
}
operator const D3D12_SUBRESOURCE_TILING&() const { return *this; }
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_TILE_SHAPE : public D3D12_TILE_SHAPE
{
CD3DX12_TILE_SHAPE()
{}
explicit CD3DX12_TILE_SHAPE(const D3D12_TILE_SHAPE &o) :
D3D12_TILE_SHAPE(o)
{}
CD3DX12_TILE_SHAPE(
UINT widthInTexels,
UINT heightInTexels,
UINT depthInTexels )
{
WidthInTexels = widthInTexels;
HeightInTexels = heightInTexels;
DepthInTexels = depthInTexels;
}
operator const D3D12_TILE_SHAPE&() const { return *this; }
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_RESOURCE_BARRIER : public D3D12_RESOURCE_BARRIER
{
CD3DX12_RESOURCE_BARRIER()
{}
explicit CD3DX12_RESOURCE_BARRIER(const D3D12_RESOURCE_BARRIER &o) :
D3D12_RESOURCE_BARRIER(o)
{}
static inline CD3DX12_RESOURCE_BARRIER Transition(
_In_ ID3D12Resource* pResource,
D3D12_RESOURCE_STATES stateBefore,
D3D12_RESOURCE_STATES stateAfter,
UINT subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES,
D3D12_RESOURCE_BARRIER_FLAGS flags = D3D12_RESOURCE_BARRIER_FLAG_NONE)
{
CD3DX12_RESOURCE_BARRIER result;
ZeroMemory(&result, sizeof(result));
D3D12_RESOURCE_BARRIER &barrier = result;
result.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
result.Flags = flags;
barrier.Transition.pResource = pResource;
barrier.Transition.StateBefore = stateBefore;
barrier.Transition.StateAfter = stateAfter;
barrier.Transition.Subresource = subresource;
return result;
}
static inline CD3DX12_RESOURCE_BARRIER Aliasing(
_In_ ID3D12Resource* pResourceBefore,
_In_ ID3D12Resource* pResourceAfter)
{
CD3DX12_RESOURCE_BARRIER result;
ZeroMemory(&result, sizeof(result));
D3D12_RESOURCE_BARRIER &barrier = result;
result.Type = D3D12_RESOURCE_BARRIER_TYPE_ALIASING;
barrier.Aliasing.pResourceBefore = pResourceBefore;
barrier.Aliasing.pResourceAfter = pResourceAfter;
return result;
}
static inline CD3DX12_RESOURCE_BARRIER UAV(
_In_ ID3D12Resource* pResource)
{
CD3DX12_RESOURCE_BARRIER result;
ZeroMemory(&result, sizeof(result));
D3D12_RESOURCE_BARRIER &barrier = result;
result.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV;
barrier.UAV.pResource = pResource;
return result;
}
operator const D3D12_RESOURCE_BARRIER&() const { return *this; }
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_PACKED_MIP_INFO : public D3D12_PACKED_MIP_INFO
{
CD3DX12_PACKED_MIP_INFO()
{}
explicit CD3DX12_PACKED_MIP_INFO(const D3D12_PACKED_MIP_INFO &o) :
D3D12_PACKED_MIP_INFO(o)
{}
CD3DX12_PACKED_MIP_INFO(
UINT8 numStandardMips,
UINT8 numPackedMips,
UINT numTilesForPackedMips,
UINT startTileIndexInOverallResource )
{
NumStandardMips = numStandardMips;
NumPackedMips = numPackedMips;
NumTilesForPackedMips = numTilesForPackedMips;
StartTileIndexInOverallResource = startTileIndexInOverallResource;
}
operator const D3D12_PACKED_MIP_INFO&() const { return *this; }
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_SUBRESOURCE_FOOTPRINT : public D3D12_SUBRESOURCE_FOOTPRINT
{
CD3DX12_SUBRESOURCE_FOOTPRINT()
{}
explicit CD3DX12_SUBRESOURCE_FOOTPRINT(const D3D12_SUBRESOURCE_FOOTPRINT &o) :
D3D12_SUBRESOURCE_FOOTPRINT(o)
{}
CD3DX12_SUBRESOURCE_FOOTPRINT(
DXGI_FORMAT format,
UINT width,
UINT height,
UINT depth,
UINT rowPitch )
{
Format = format;
Width = width;
Height = height;
Depth = depth;
RowPitch = rowPitch;
}
explicit CD3DX12_SUBRESOURCE_FOOTPRINT(
const D3D12_RESOURCE_DESC& resDesc,
UINT rowPitch )
{
Format = resDesc.Format;
Width = UINT( resDesc.Width );
Height = resDesc.Height;
Depth = (resDesc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D ? resDesc.DepthOrArraySize : 1);
RowPitch = rowPitch;
}
operator const D3D12_SUBRESOURCE_FOOTPRINT&() const { return *this; }
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_TEXTURE_COPY_LOCATION : public D3D12_TEXTURE_COPY_LOCATION
{
CD3DX12_TEXTURE_COPY_LOCATION()
{}
explicit CD3DX12_TEXTURE_COPY_LOCATION(const D3D12_TEXTURE_COPY_LOCATION &o) :
D3D12_TEXTURE_COPY_LOCATION(o)
{}
CD3DX12_TEXTURE_COPY_LOCATION(ID3D12Resource* pRes) { pResource = pRes; }
CD3DX12_TEXTURE_COPY_LOCATION(ID3D12Resource* pRes, D3D12_PLACED_SUBRESOURCE_FOOTPRINT const& Footprint)
{
pResource = pRes;
Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
PlacedFootprint = Footprint;
}
CD3DX12_TEXTURE_COPY_LOCATION(ID3D12Resource* pRes, UINT Sub)
{
pResource = pRes;
Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
SubresourceIndex = Sub;
}
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_DESCRIPTOR_RANGE : public D3D12_DESCRIPTOR_RANGE
{
CD3DX12_DESCRIPTOR_RANGE() { }
explicit CD3DX12_DESCRIPTOR_RANGE(const D3D12_DESCRIPTOR_RANGE &o) :
D3D12_DESCRIPTOR_RANGE(o)
{}
CD3DX12_DESCRIPTOR_RANGE(
D3D12_DESCRIPTOR_RANGE_TYPE rangeType,
UINT numDescriptors,
UINT baseShaderRegister,
UINT registerSpace = 0,
UINT offsetInDescriptorsFromTableStart =
D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND)
{
Init(rangeType, numDescriptors, baseShaderRegister, registerSpace, offsetInDescriptorsFromTableStart);
}
inline void Init(
D3D12_DESCRIPTOR_RANGE_TYPE rangeType,
UINT numDescriptors,
UINT baseShaderRegister,
UINT registerSpace = 0,
UINT offsetInDescriptorsFromTableStart =
D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND)
{
Init(*this, rangeType, numDescriptors, baseShaderRegister, registerSpace, offsetInDescriptorsFromTableStart);
}
static inline void Init(
_Out_ D3D12_DESCRIPTOR_RANGE &range,
D3D12_DESCRIPTOR_RANGE_TYPE rangeType,
UINT numDescriptors,
UINT baseShaderRegister,
UINT registerSpace = 0,
UINT offsetInDescriptorsFromTableStart =
D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND)
{
range.RangeType = rangeType;
range.NumDescriptors = numDescriptors;
range.BaseShaderRegister = baseShaderRegister;
range.RegisterSpace = registerSpace;
range.OffsetInDescriptorsFromTableStart = offsetInDescriptorsFromTableStart;
}
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_ROOT_DESCRIPTOR_TABLE : public D3D12_ROOT_DESCRIPTOR_TABLE
{
CD3DX12_ROOT_DESCRIPTOR_TABLE() {}
explicit CD3DX12_ROOT_DESCRIPTOR_TABLE(const D3D12_ROOT_DESCRIPTOR_TABLE &o) :
D3D12_ROOT_DESCRIPTOR_TABLE(o)
{}
CD3DX12_ROOT_DESCRIPTOR_TABLE(
UINT numDescriptorRanges,
_In_reads_opt_(numDescriptorRanges) const D3D12_DESCRIPTOR_RANGE* _pDescriptorRanges)
{
Init(numDescriptorRanges, _pDescriptorRanges);
}
inline void Init(
UINT numDescriptorRanges,
_In_reads_opt_(numDescriptorRanges) const D3D12_DESCRIPTOR_RANGE* _pDescriptorRanges)
{
Init(*this, numDescriptorRanges, _pDescriptorRanges);
}
static inline void Init(
_Out_ D3D12_ROOT_DESCRIPTOR_TABLE &rootDescriptorTable,
UINT numDescriptorRanges,
_In_reads_opt_(numDescriptorRanges) const D3D12_DESCRIPTOR_RANGE* _pDescriptorRanges)
{
rootDescriptorTable.NumDescriptorRanges = numDescriptorRanges;
rootDescriptorTable.pDescriptorRanges = _pDescriptorRanges;
}
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_ROOT_CONSTANTS : public D3D12_ROOT_CONSTANTS
{
CD3DX12_ROOT_CONSTANTS() {}
explicit CD3DX12_ROOT_CONSTANTS(const D3D12_ROOT_CONSTANTS &o) :
D3D12_ROOT_CONSTANTS(o)
{}
CD3DX12_ROOT_CONSTANTS(
UINT num32BitValues,
UINT shaderRegister,
UINT registerSpace = 0)
{
Init(num32BitValues, shaderRegister, registerSpace);
}
inline void Init(
UINT num32BitValues,
UINT shaderRegister,
UINT registerSpace = 0)
{
Init(*this, num32BitValues, shaderRegister, registerSpace);
}
static inline void Init(
_Out_ D3D12_ROOT_CONSTANTS &rootConstants,
UINT num32BitValues,
UINT shaderRegister,
UINT registerSpace = 0)
{
rootConstants.Num32BitValues = num32BitValues;
rootConstants.ShaderRegister = shaderRegister;
rootConstants.RegisterSpace = registerSpace;
}
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_ROOT_DESCRIPTOR : public D3D12_ROOT_DESCRIPTOR
{
CD3DX12_ROOT_DESCRIPTOR() {}
explicit CD3DX12_ROOT_DESCRIPTOR(const D3D12_ROOT_DESCRIPTOR &o) :
D3D12_ROOT_DESCRIPTOR(o)
{}
CD3DX12_ROOT_DESCRIPTOR(
UINT shaderRegister,
UINT registerSpace = 0)
{
Init(shaderRegister, registerSpace);
}
inline void Init(
UINT shaderRegister,
UINT registerSpace = 0)
{
Init(*this, shaderRegister, registerSpace);
}
static inline void Init(_Out_ D3D12_ROOT_DESCRIPTOR &table, UINT shaderRegister, UINT registerSpace = 0)
{
table.ShaderRegister = shaderRegister;
table.RegisterSpace = registerSpace;
}
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_ROOT_PARAMETER : public D3D12_ROOT_PARAMETER
{
CD3DX12_ROOT_PARAMETER() {}
explicit CD3DX12_ROOT_PARAMETER(const D3D12_ROOT_PARAMETER &o) :
D3D12_ROOT_PARAMETER(o)
{}
static inline void InitAsDescriptorTable(
_Out_ D3D12_ROOT_PARAMETER &rootParam,
UINT numDescriptorRanges,
_In_reads_(numDescriptorRanges) const D3D12_DESCRIPTOR_RANGE* pDescriptorRanges,
D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
{
rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
rootParam.ShaderVisibility = visibility;
CD3DX12_ROOT_DESCRIPTOR_TABLE::Init(rootParam.DescriptorTable, numDescriptorRanges, pDescriptorRanges);
}
static inline void InitAsConstants(
_Out_ D3D12_ROOT_PARAMETER &rootParam,
UINT num32BitValues,
UINT shaderRegister,
UINT registerSpace = 0,
D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
{
rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
rootParam.ShaderVisibility = visibility;
CD3DX12_ROOT_CONSTANTS::Init(rootParam.Constants, num32BitValues, shaderRegister, registerSpace);
}
static inline void InitAsConstantBufferView(
_Out_ D3D12_ROOT_PARAMETER &rootParam,
UINT shaderRegister,
UINT registerSpace = 0,
D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
{
rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
rootParam.ShaderVisibility = visibility;
CD3DX12_ROOT_DESCRIPTOR::Init(rootParam.Descriptor, shaderRegister, registerSpace);
}
static inline void InitAsShaderResourceView(
_Out_ D3D12_ROOT_PARAMETER &rootParam,
UINT shaderRegister,
UINT registerSpace = 0,
D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
{
rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_SRV;
rootParam.ShaderVisibility = visibility;
CD3DX12_ROOT_DESCRIPTOR::Init(rootParam.Descriptor, shaderRegister, registerSpace);
}
static inline void InitAsUnorderedAccessView(
_Out_ D3D12_ROOT_PARAMETER &rootParam,
UINT shaderRegister,
UINT registerSpace = 0,
D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
{
rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_UAV;
rootParam.ShaderVisibility = visibility;
CD3DX12_ROOT_DESCRIPTOR::Init(rootParam.Descriptor, shaderRegister, registerSpace);
}
inline void InitAsDescriptorTable(
UINT numDescriptorRanges,
_In_reads_(numDescriptorRanges) const D3D12_DESCRIPTOR_RANGE* pDescriptorRanges,
D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
{
InitAsDescriptorTable(*this, numDescriptorRanges, pDescriptorRanges, visibility);
}
inline void InitAsConstants(
UINT num32BitValues,
UINT shaderRegister,
UINT registerSpace = 0,
D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
{
InitAsConstants(*this, num32BitValues, shaderRegister, registerSpace, visibility);
}
inline void InitAsConstantBufferView(
UINT shaderRegister,
UINT registerSpace = 0,
D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
{
InitAsConstantBufferView(*this, shaderRegister, registerSpace, visibility);
}
inline void InitAsShaderResourceView(
UINT shaderRegister,
UINT registerSpace = 0,
D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
{
InitAsShaderResourceView(*this, shaderRegister, registerSpace, visibility);
}
inline void InitAsUnorderedAccessView(
UINT shaderRegister,
UINT registerSpace = 0,
D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
{
InitAsUnorderedAccessView(*this, shaderRegister, registerSpace, visibility);
}
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_STATIC_SAMPLER_DESC : public D3D12_STATIC_SAMPLER_DESC
{
CD3DX12_STATIC_SAMPLER_DESC() {}
explicit CD3DX12_STATIC_SAMPLER_DESC(const D3D12_STATIC_SAMPLER_DESC &o) :
D3D12_STATIC_SAMPLER_DESC(o)
{}
CD3DX12_STATIC_SAMPLER_DESC(
UINT shaderRegister,
D3D12_FILTER filter = D3D12_FILTER_ANISOTROPIC,
D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
FLOAT mipLODBias = 0,
UINT maxAnisotropy = 16,
D3D12_COMPARISON_FUNC comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL,
D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE,
FLOAT minLOD = 0.f,
FLOAT maxLOD = D3D12_FLOAT32_MAX,
D3D12_SHADER_VISIBILITY shaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
UINT registerSpace = 0)
{
Init(
shaderRegister,
filter,
addressU,
addressV,
addressW,
mipLODBias,
maxAnisotropy,
comparisonFunc,
borderColor,
minLOD,
maxLOD,
shaderVisibility,
registerSpace);
}
static inline void Init(
_Out_ D3D12_STATIC_SAMPLER_DESC &samplerDesc,
UINT shaderRegister,
D3D12_FILTER filter = D3D12_FILTER_ANISOTROPIC,
D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
FLOAT mipLODBias = 0,
UINT maxAnisotropy = 16,
D3D12_COMPARISON_FUNC comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL,
D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE,
FLOAT minLOD = 0.f,
FLOAT maxLOD = D3D12_FLOAT32_MAX,
D3D12_SHADER_VISIBILITY shaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
UINT registerSpace = 0)
{
samplerDesc.ShaderRegister = shaderRegister;
samplerDesc.Filter = filter;
samplerDesc.AddressU = addressU;
samplerDesc.AddressV = addressV;
samplerDesc.AddressW = addressW;
samplerDesc.MipLODBias = mipLODBias;
samplerDesc.MaxAnisotropy = maxAnisotropy;
samplerDesc.ComparisonFunc = comparisonFunc;
samplerDesc.BorderColor = borderColor;
samplerDesc.MinLOD = minLOD;
samplerDesc.MaxLOD = maxLOD;
samplerDesc.ShaderVisibility = shaderVisibility;
samplerDesc.RegisterSpace = registerSpace;
}
inline void Init(
UINT shaderRegister,
D3D12_FILTER filter = D3D12_FILTER_ANISOTROPIC,
D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
FLOAT mipLODBias = 0,
UINT maxAnisotropy = 16,
D3D12_COMPARISON_FUNC comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL,
D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE,
FLOAT minLOD = 0.f,
FLOAT maxLOD = D3D12_FLOAT32_MAX,
D3D12_SHADER_VISIBILITY shaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
UINT registerSpace = 0)
{
Init(
*this,
shaderRegister,
filter,
addressU,
addressV,
addressW,
mipLODBias,
maxAnisotropy,
comparisonFunc,
borderColor,
minLOD,
maxLOD,
shaderVisibility,
registerSpace);
}
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_ROOT_SIGNATURE_DESC : public D3D12_ROOT_SIGNATURE_DESC
{
CD3DX12_ROOT_SIGNATURE_DESC() {}
explicit CD3DX12_ROOT_SIGNATURE_DESC(const D3D12_ROOT_SIGNATURE_DESC &o) :
D3D12_ROOT_SIGNATURE_DESC(o)
{}
CD3DX12_ROOT_SIGNATURE_DESC(
UINT numParameters,
_In_reads_opt_(numParameters) const D3D12_ROOT_PARAMETER* _pParameters,
UINT numStaticSamplers = 0,
_In_reads_opt_(numStaticSamplers) const D3D12_STATIC_SAMPLER_DESC* _pStaticSamplers = NULL,
D3D12_ROOT_SIGNATURE_FLAGS flags = D3D12_ROOT_SIGNATURE_FLAG_NONE)
{
Init(numParameters, _pParameters, numStaticSamplers, _pStaticSamplers, flags);
}
CD3DX12_ROOT_SIGNATURE_DESC(CD3DX12_DEFAULT)
{
Init(0, NULL, 0, NULL, D3D12_ROOT_SIGNATURE_FLAG_NONE);
}
inline void Init(
UINT numParameters,
_In_reads_opt_(numParameters) const D3D12_ROOT_PARAMETER* _pParameters,
UINT numStaticSamplers = 0,
_In_reads_opt_(numStaticSamplers) const D3D12_STATIC_SAMPLER_DESC* _pStaticSamplers = NULL,
D3D12_ROOT_SIGNATURE_FLAGS flags = D3D12_ROOT_SIGNATURE_FLAG_NONE)
{
Init(*this, numParameters, _pParameters, numStaticSamplers, _pStaticSamplers, flags);
}
static inline void Init(
_Out_ D3D12_ROOT_SIGNATURE_DESC &desc,
UINT numParameters,
_In_reads_opt_(numParameters) const D3D12_ROOT_PARAMETER* _pParameters,
UINT numStaticSamplers = 0,
_In_reads_opt_(numStaticSamplers) const D3D12_STATIC_SAMPLER_DESC* _pStaticSamplers = NULL,
D3D12_ROOT_SIGNATURE_FLAGS flags = D3D12_ROOT_SIGNATURE_FLAG_NONE)
{
desc.NumParameters = numParameters;
desc.pParameters = _pParameters;
desc.NumStaticSamplers = numStaticSamplers;
desc.pStaticSamplers = _pStaticSamplers;
desc.Flags = flags;
}
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_CPU_DESCRIPTOR_HANDLE : public D3D12_CPU_DESCRIPTOR_HANDLE
{
CD3DX12_CPU_DESCRIPTOR_HANDLE() {}
explicit CD3DX12_CPU_DESCRIPTOR_HANDLE(const D3D12_CPU_DESCRIPTOR_HANDLE &o) :
D3D12_CPU_DESCRIPTOR_HANDLE(o)
{}
CD3DX12_CPU_DESCRIPTOR_HANDLE(CD3DX12_DEFAULT) { ptr = 0; }
CD3DX12_CPU_DESCRIPTOR_HANDLE(_In_ const D3D12_CPU_DESCRIPTOR_HANDLE &other, INT offsetScaledByIncrementSize)
{
InitOffsetted(other, offsetScaledByIncrementSize);
}
CD3DX12_CPU_DESCRIPTOR_HANDLE(_In_ const D3D12_CPU_DESCRIPTOR_HANDLE &other, INT offsetInDescriptors, UINT descriptorIncrementSize)
{
InitOffsetted(other, offsetInDescriptors, descriptorIncrementSize);
}
CD3DX12_CPU_DESCRIPTOR_HANDLE& Offset(INT offsetInDescriptors, UINT descriptorIncrementSize)
{
ptr += offsetInDescriptors * descriptorIncrementSize;
return *this;
}
CD3DX12_CPU_DESCRIPTOR_HANDLE& Offset(INT offsetScaledByIncrementSize)
{
ptr += offsetScaledByIncrementSize;
return *this;
}
bool operator==(_In_ const D3D12_CPU_DESCRIPTOR_HANDLE& other)
{
return (ptr == other.ptr);
}
bool operator!=(_In_ const D3D12_CPU_DESCRIPTOR_HANDLE& other)
{
return (ptr != other.ptr);
}
CD3DX12_CPU_DESCRIPTOR_HANDLE &operator=(const D3D12_CPU_DESCRIPTOR_HANDLE &other)
{
ptr = other.ptr;
return *this;
}
inline void InitOffsetted(_In_ const D3D12_CPU_DESCRIPTOR_HANDLE &base, INT offsetScaledByIncrementSize)
{
InitOffsetted(*this, base, offsetScaledByIncrementSize);
}
inline void InitOffsetted(_In_ const D3D12_CPU_DESCRIPTOR_HANDLE &base, INT offsetInDescriptors, UINT descriptorIncrementSize)
{
InitOffsetted(*this, base, offsetInDescriptors, descriptorIncrementSize);
}
static inline void InitOffsetted(_Out_ D3D12_CPU_DESCRIPTOR_HANDLE &handle, _In_ const D3D12_CPU_DESCRIPTOR_HANDLE &base, INT offsetScaledByIncrementSize)
{
handle.ptr = base.ptr + offsetScaledByIncrementSize;
}
static inline void InitOffsetted(_Out_ D3D12_CPU_DESCRIPTOR_HANDLE &handle, _In_ const D3D12_CPU_DESCRIPTOR_HANDLE &base, INT offsetInDescriptors, UINT descriptorIncrementSize)
{
handle.ptr = base.ptr + offsetInDescriptors * descriptorIncrementSize;
}
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_GPU_DESCRIPTOR_HANDLE : public D3D12_GPU_DESCRIPTOR_HANDLE
{
CD3DX12_GPU_DESCRIPTOR_HANDLE() {}
explicit CD3DX12_GPU_DESCRIPTOR_HANDLE(const D3D12_GPU_DESCRIPTOR_HANDLE &o) :
D3D12_GPU_DESCRIPTOR_HANDLE(o)
{}
CD3DX12_GPU_DESCRIPTOR_HANDLE(CD3DX12_DEFAULT) { ptr = 0; }
CD3DX12_GPU_DESCRIPTOR_HANDLE(_In_ const D3D12_GPU_DESCRIPTOR_HANDLE &other, INT offsetScaledByIncrementSize)
{
InitOffsetted(other, offsetScaledByIncrementSize);
}
CD3DX12_GPU_DESCRIPTOR_HANDLE(_In_ const D3D12_GPU_DESCRIPTOR_HANDLE &other, INT offsetInDescriptors, UINT descriptorIncrementSize)
{
InitOffsetted(other, offsetInDescriptors, descriptorIncrementSize);
}
CD3DX12_GPU_DESCRIPTOR_HANDLE& Offset(INT offsetInDescriptors, UINT descriptorIncrementSize)
{
ptr += offsetInDescriptors * descriptorIncrementSize;
return *this;
}
CD3DX12_GPU_DESCRIPTOR_HANDLE& Offset(INT offsetScaledByIncrementSize)
{
ptr += offsetScaledByIncrementSize;
return *this;
}
inline bool operator==(_In_ const D3D12_GPU_DESCRIPTOR_HANDLE& other)
{
return (ptr == other.ptr);
}
inline bool operator!=(_In_ const D3D12_GPU_DESCRIPTOR_HANDLE& other)
{
return (ptr != other.ptr);
}
CD3DX12_GPU_DESCRIPTOR_HANDLE &operator=(const D3D12_GPU_DESCRIPTOR_HANDLE &other)
{
ptr = other.ptr;
return *this;
}
inline void InitOffsetted(_In_ const D3D12_GPU_DESCRIPTOR_HANDLE &base, INT offsetScaledByIncrementSize)
{
InitOffsetted(*this, base, offsetScaledByIncrementSize);
}
inline void InitOffsetted(_In_ const D3D12_GPU_DESCRIPTOR_HANDLE &base, INT offsetInDescriptors, UINT descriptorIncrementSize)
{
InitOffsetted(*this, base, offsetInDescriptors, descriptorIncrementSize);
}
static inline void InitOffsetted(_Out_ D3D12_GPU_DESCRIPTOR_HANDLE &handle, _In_ const D3D12_GPU_DESCRIPTOR_HANDLE &base, INT offsetScaledByIncrementSize)
{
handle.ptr = base.ptr + offsetScaledByIncrementSize;
}
static inline void InitOffsetted(_Out_ D3D12_GPU_DESCRIPTOR_HANDLE &handle, _In_ const D3D12_GPU_DESCRIPTOR_HANDLE &base, INT offsetInDescriptors, UINT descriptorIncrementSize)
{
handle.ptr = base.ptr + offsetInDescriptors * descriptorIncrementSize;
}
};
//------------------------------------------------------------------------------------------------
inline UINT D3D12CalcSubresource( UINT MipSlice, UINT ArraySlice, UINT PlaneSlice, UINT MipLevels, UINT ArraySize )
{
return MipSlice + ArraySlice * MipLevels + PlaneSlice * MipLevels * ArraySize;
}
//------------------------------------------------------------------------------------------------
template <typename T, typename U, typename V>
inline void D3D12DecomposeSubresource( UINT Subresource, UINT MipLevels, UINT ArraySize, _Out_ T& MipSlice, _Out_ U& ArraySlice, _Out_ V& PlaneSlice )
{
MipSlice = static_cast<T>(Subresource % MipLevels);
ArraySlice = static_cast<U>((Subresource / MipLevels) % ArraySize);
PlaneSlice = static_cast<V>(Subresource / (MipLevels * ArraySize));
}
//------------------------------------------------------------------------------------------------
inline UINT8 D3D12GetFormatPlaneCount(
_In_ ID3D12Device* pDevice,
DXGI_FORMAT Format
)
{
D3D12_FEATURE_DATA_FORMAT_INFO formatInfo = {Format};
if (FAILED(pDevice->CheckFeatureSupport(D3D12_FEATURE_FORMAT_INFO, &formatInfo, sizeof(formatInfo))))
{
return 0;
}
return formatInfo.PlaneCount;
}
//------------------------------------------------------------------------------------------------
struct CD3DX12_RESOURCE_DESC : public D3D12_RESOURCE_DESC
{
CD3DX12_RESOURCE_DESC()
{}
explicit CD3DX12_RESOURCE_DESC( const D3D12_RESOURCE_DESC& o ) :
D3D12_RESOURCE_DESC( o )
{}
CD3DX12_RESOURCE_DESC(
D3D12_RESOURCE_DIMENSION dimension,
UINT64 alignment,
UINT64 width,
UINT height,
UINT16 depthOrArraySize,
UINT16 mipLevels,
DXGI_FORMAT format,
UINT sampleCount,
UINT sampleQuality,
D3D12_TEXTURE_LAYOUT layout,
D3D12_RESOURCE_FLAGS flags )
{
Dimension = dimension;
Alignment = alignment;
Width = width;
Height = height;
DepthOrArraySize = depthOrArraySize;
MipLevels = mipLevels;
Format = format;
SampleDesc.Count = sampleCount;
SampleDesc.Quality = sampleQuality;
Layout = layout;
Flags = flags;
}
static inline CD3DX12_RESOURCE_DESC Buffer(
const D3D12_RESOURCE_ALLOCATION_INFO& resAllocInfo,
D3D12_RESOURCE_FLAGS flags = D3D12_RESOURCE_FLAG_NONE )
{
return CD3DX12_RESOURCE_DESC( D3D12_RESOURCE_DIMENSION_BUFFER, resAllocInfo.Alignment, resAllocInfo.SizeInBytes,
1, 1, 1, DXGI_FORMAT_UNKNOWN, 1, 0, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, flags );
}
static inline CD3DX12_RESOURCE_DESC Buffer(
UINT64 width,
D3D12_RESOURCE_FLAGS flags = D3D12_RESOURCE_FLAG_NONE,
UINT64 alignment = 0 )
{
return CD3DX12_RESOURCE_DESC( D3D12_RESOURCE_DIMENSION_BUFFER, alignment, width, 1, 1, 1,
DXGI_FORMAT_UNKNOWN, 1, 0, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, flags );
}
static inline CD3DX12_RESOURCE_DESC Tex1D(
DXGI_FORMAT format,
UINT64 width,
UINT16 arraySize = 1,
UINT16 mipLevels = 0,
D3D12_RESOURCE_FLAGS flags = D3D12_RESOURCE_FLAG_NONE,
D3D12_TEXTURE_LAYOUT layout = D3D12_TEXTURE_LAYOUT_UNKNOWN,
UINT64 alignment = 0 )
{
return CD3DX12_RESOURCE_DESC( D3D12_RESOURCE_DIMENSION_TEXTURE1D, alignment, width, 1, arraySize,
mipLevels, format, 1, 0, layout, flags );
}
static inline CD3DX12_RESOURCE_DESC Tex2D(
DXGI_FORMAT format,
UINT64 width,
UINT height,
UINT16 arraySize = 1,
UINT16 mipLevels = 0,
UINT sampleCount = 1,
UINT sampleQuality = 0,
D3D12_RESOURCE_FLAGS flags = D3D12_RESOURCE_FLAG_NONE,
D3D12_TEXTURE_LAYOUT layout = D3D12_TEXTURE_LAYOUT_UNKNOWN,
UINT64 alignment = 0 )
{
return CD3DX12_RESOURCE_DESC( D3D12_RESOURCE_DIMENSION_TEXTURE2D, alignment, width, height, arraySize,
mipLevels, format, sampleCount, sampleQuality, layout, flags );
}
static inline CD3DX12_RESOURCE_DESC Tex3D(
DXGI_FORMAT format,
UINT64 width,
UINT height,
UINT16 depth,
UINT16 mipLevels = 0,
D3D12_RESOURCE_FLAGS flags = D3D12_RESOURCE_FLAG_NONE,
D3D12_TEXTURE_LAYOUT layout = D3D12_TEXTURE_LAYOUT_UNKNOWN,
UINT64 alignment = 0 )
{
return CD3DX12_RESOURCE_DESC( D3D12_RESOURCE_DIMENSION_TEXTURE3D, alignment, width, height, depth,
mipLevels, format, 1, 0, layout, flags );
}
inline UINT16 Depth() const
{ return (Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D ? DepthOrArraySize : 1); }
inline UINT16 ArraySize() const
{ return (Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE3D ? DepthOrArraySize : 1); }
inline UINT8 PlaneCount(_In_ ID3D12Device* pDevice) const
{ return D3D12GetFormatPlaneCount(pDevice, Format); }
inline UINT Subresources(_In_ ID3D12Device* pDevice) const
{ return MipLevels * ArraySize() * PlaneCount(pDevice); }
inline UINT CalcSubresource(UINT MipSlice, UINT ArraySlice, UINT PlaneSlice)
{ return D3D12CalcSubresource(MipSlice, ArraySlice, PlaneSlice, MipLevels, ArraySize()); }
operator const D3D12_RESOURCE_DESC&() const { return *this; }
};
inline bool operator==( const D3D12_RESOURCE_DESC& l, const D3D12_RESOURCE_DESC& r )
{
return l.Dimension == r.Dimension &&
l.Alignment == r.Alignment &&
l.Width == r.Width &&
l.Height == r.Height &&
l.DepthOrArraySize == r.DepthOrArraySize &&
l.MipLevels == r.MipLevels &&
l.Format == r.Format &&
l.SampleDesc.Count == r.SampleDesc.Count &&
l.SampleDesc.Quality == r.SampleDesc.Quality &&
l.Layout == r.Layout &&
l.Flags == r.Flags;
}
inline bool operator!=( const D3D12_RESOURCE_DESC& l, const D3D12_RESOURCE_DESC& r )
{ return !( l == r ); }
//------------------------------------------------------------------------------------------------
// 逐行 memcpy
inline void MemcpySubresource(
_In_ const D3D12_MEMCPY_DEST* pDest,
_In_ const D3D12_SUBRESOURCE_DATA* pSrc,
SIZE_T RowSizeInBytes,
UINT NumRows,
UINT NumSlices)
{
for (UINT z = 0; z < NumSlices; ++z)
{
BYTE* pDestSlice = reinterpret_cast<BYTE*>(pDest->pData) + pDest->SlicePitch * z;
const BYTE* pSrcSlice = reinterpret_cast<const BYTE*>(pSrc->pData) + pSrc->SlicePitch * z;
for (UINT y = 0; y < NumRows; ++y)
{
memcpy(pDestSlice + pDest->RowPitch * y,
pSrcSlice + pSrc->RowPitch * y,
RowSizeInBytes);
}
}
}
//------------------------------------------------------------------------------------------------
// 返回要用于数据上载的缓冲区的所需大小
inline UINT64 GetRequiredIntermediateSize(
_In_ ID3D12Resource* pDestinationResource,
_In_range_(0,D3D12_REQ_SUBRESOURCES) UINT FirstSubresource,
_In_range_(0,D3D12_REQ_SUBRESOURCES-FirstSubresource) UINT NumSubresources)
{
D3D12_RESOURCE_DESC Desc = pDestinationResource->GetDesc();
UINT64 RequiredSize = 0;
ID3D12Device* pDevice;
pDestinationResource->GetDevice(__uuidof(*pDevice), reinterpret_cast<void**>(&pDevice));
pDevice->GetCopyableFootprints(&Desc, FirstSubresource, NumSubresources, 0, nullptr, nullptr, nullptr, &RequiredSize);
pDevice->Release();
return RequiredSize;
}
//------------------------------------------------------------------------------------------------
// 必须填充所有数组(例如通过调用 GetCopyableFootprints)
inline UINT64 UpdateSubresources(
_In_ ID3D12GraphicsCommandList* pCmdList,
_In_ ID3D12Resource* pDestinationResource,
_In_ ID3D12Resource* pIntermediate,
_In_range_(0,D3D12_REQ_SUBRESOURCES) UINT FirstSubresource,
_In_range_(0,D3D12_REQ_SUBRESOURCES-FirstSubresource) UINT NumSubresources,
UINT64 RequiredSize,
_In_reads_(NumSubresources) const D3D12_PLACED_SUBRESOURCE_FOOTPRINT* pLayouts,
_In_reads_(NumSubresources) const UINT* pNumRows,
_In_reads_(NumSubresources) const UINT64* pRowSizesInBytes,
_In_reads_(NumSubresources) const D3D12_SUBRESOURCE_DATA* pSrcData)
{
// 次要验证
D3D12_RESOURCE_DESC IntermediateDesc = pIntermediate->GetDesc();
D3D12_RESOURCE_DESC DestinationDesc = pDestinationResource->GetDesc();
if (IntermediateDesc.Dimension != D3D12_RESOURCE_DIMENSION_BUFFER ||
IntermediateDesc.Width < RequiredSize + pLayouts[0].Offset ||
RequiredSize > (SIZE_T)-1 ||
(DestinationDesc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER &&
(FirstSubresource != 0 || NumSubresources != 1)))
{
return 0;
}
BYTE* pData;
HRESULT hr = pIntermediate->Map(0, NULL, reinterpret_cast<void**>(&pData));
if (FAILED(hr))
{
return 0;
}
for (UINT i = 0; i < NumSubresources; ++i)
{
if (pRowSizesInBytes[i] > (SIZE_T)-1) return 0;
D3D12_MEMCPY_DEST DestData = { pData + pLayouts[i].Offset, pLayouts[i].Footprint.RowPitch, pLayouts[i].Footprint.RowPitch * pNumRows[i] };
MemcpySubresource(&DestData, &pSrcData[i], (SIZE_T)pRowSizesInBytes[i], pNumRows[i], pLayouts[i].Footprint.Depth);
}
pIntermediate->Unmap(0, NULL);
if (DestinationDesc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
{
CD3DX12_BOX SrcBox( UINT( pLayouts[0].Offset ), UINT( pLayouts[0].Offset + pLayouts[0].Footprint.Width ) );
pCmdList->CopyBufferRegion(
pDestinationResource, 0, pIntermediate, pLayouts[0].Offset, pLayouts[0].Footprint.Width);
}
else
{
for (UINT i = 0; i < NumSubresources; ++i)
{
CD3DX12_TEXTURE_COPY_LOCATION Dst(pDestinationResource, i + FirstSubresource);
CD3DX12_TEXTURE_COPY_LOCATION Src(pIntermediate, pLayouts[i]);
pCmdList->CopyTextureRegion(&Dst, 0, 0, 0, &Src, nullptr);
}
}
return RequiredSize;
}
//------------------------------------------------------------------------------------------------
// 堆分配 UpdateSubresources 实现
inline UINT64 UpdateSubresources(
_In_ ID3D12GraphicsCommandList* pCmdList,
_In_ ID3D12Resource* pDestinationResource,
_In_ ID3D12Resource* pIntermediate,
UINT64 IntermediateOffset,
_In_range_(0,D3D12_REQ_SUBRESOURCES) UINT FirstSubresource,
_In_range_(0,D3D12_REQ_SUBRESOURCES-FirstSubresource) UINT NumSubresources,
_In_reads_(NumSubresources) D3D12_SUBRESOURCE_DATA* pSrcData)
{
UINT64 RequiredSize = 0;
UINT64 MemToAlloc = static_cast<UINT64>(sizeof(D3D12_PLACED_SUBRESOURCE_FOOTPRINT) + sizeof(UINT) + sizeof(UINT64)) * NumSubresources;
if (MemToAlloc > SIZE_MAX)
{
return 0;
}
void* pMem = HeapAlloc(GetProcessHeap(), 0, static_cast<SIZE_T>(MemToAlloc));
if (pMem == NULL)
{
return 0;
}
D3D12_PLACED_SUBRESOURCE_FOOTPRINT* pLayouts = reinterpret_cast<D3D12_PLACED_SUBRESOURCE_FOOTPRINT*>(pMem);
UINT64* pRowSizesInBytes = reinterpret_cast<UINT64*>(pLayouts + NumSubresources);
UINT* pNumRows = reinterpret_cast<UINT*>(pRowSizesInBytes + NumSubresources);
D3D12_RESOURCE_DESC Desc = pDestinationResource->GetDesc();
ID3D12Device* pDevice;
pDestinationResource->GetDevice(__uuidof(*pDevice), reinterpret_cast<void**>(&pDevice));
pDevice->GetCopyableFootprints(&Desc, FirstSubresource, NumSubresources, IntermediateOffset, pLayouts, pNumRows, pRowSizesInBytes, &RequiredSize);
pDevice->Release();
UINT64 Result = UpdateSubresources(pCmdList, pDestinationResource, pIntermediate, FirstSubresource, NumSubresources, RequiredSize, pLayouts, pNumRows, pRowSizesInBytes, pSrcData);
HeapFree(GetProcessHeap(), 0, pMem);
return Result;
}
//------------------------------------------------------------------------------------------------
// 堆栈分配 UpdateSubresources 实现
template <UINT MaxSubresources>
inline UINT64 UpdateSubresources(
_In_ ID3D12GraphicsCommandList* pCmdList,
_In_ ID3D12Resource* pDestinationResource,
_In_ ID3D12Resource* pIntermediate,
UINT64 IntermediateOffset,
_In_range_(0, MaxSubresources) UINT FirstSubresource,
_In_range_(1, MaxSubresources - FirstSubresource) UINT NumSubresources,
_In_reads_(NumSubresources) D3D12_SUBRESOURCE_DATA* pSrcData)
{
UINT64 RequiredSize = 0;
D3D12_PLACED_SUBRESOURCE_FOOTPRINT Layouts[MaxSubresources];
UINT NumRows[MaxSubresources];
UINT64 RowSizesInBytes[MaxSubresources];
D3D12_RESOURCE_DESC Desc = pDestinationResource->GetDesc();
ID3D12Device* pDevice;
pDestinationResource->GetDevice(__uuidof(*pDevice), reinterpret_cast<void**>(&pDevice));
pDevice->GetCopyableFootprints(&Desc, FirstSubresource, NumSubresources, IntermediateOffset, Layouts, NumRows, RowSizesInBytes, &RequiredSize);
pDevice->Release();
return UpdateSubresources(pCmdList, pDestinationResource, pIntermediate, FirstSubresource, NumSubresources, RequiredSize, Layouts, NumRows, RowSizesInBytes, pSrcData);
}
//------------------------------------------------------------------------------------------------
inline bool D3D12IsLayoutOpaque( D3D12_TEXTURE_LAYOUT Layout )
{ return Layout == D3D12_TEXTURE_LAYOUT_UNKNOWN || Layout == D3D12_TEXTURE_LAYOUT_64KB_UNDEFINED_SWIZZLE; }
//------------------------------------------------------------------------------------------------
inline ID3D12CommandList * const * CommandListCast(ID3D12GraphicsCommandList * const * pp)
{
// 此强制转换可用于将强类型命令列表指针传入
// ExecuteCommandLists。
// 只要采用常量性,此强制转换便有效。D3D12 API 确实
// 对其参数采用常量性。
return reinterpret_cast<ID3D12CommandList * const *>(pp);
}
#endif // defined( __cplusplus )
#endif //__D3DX12_H__
写完如下

运行程序
点击上面的”本地Windows调试器“

不出意外的话应该会出现一个新的窗口,是紫色背景的。

这样就表示项目配置好了,接下来可以加入自己的dx12渲染代码了。
为什么会是紫色背景的呢?因为妹妹说紫色很有韵味(不是)
因为在代码里定义了背景颜色,大家可以自行更改尝试。
四个浮点数分别代表Red、Green、Blue、Alpha,即 红、绿、蓝、透明度。

如果要写页面的更新逻辑,请写到D3D12Application类的Update()函数里面
