Windows下创建Dx12项目
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

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Source: github.com/k4yt3x/flowerhd
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