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DirectCompositeSample.h
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//*********************************************************
//
// Copyright (c) Microsoft. All rights reserved.
// This code is licensed under the MIT License (MIT).
// THIS CODE IS PROVIDED *AS IS* WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING ANY
// IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR
// PURPOSE, MERCHANTABILITY, OR NON-INFRINGEMENT.
//
//*********************************************************
#pragma once
#include "DXSample.h"
using namespace DirectX;
// Note that while ComPtr is used to manage the lifetime of resources on the CPU,
// it has no understanding of the lifetime of resources on the GPU. Apps must account
// for the GPU lifetime of resources to avoid destroying objects that may still be
// referenced by the GPU.
// An example of this can be found in the class method: OnDestroy().
using Microsoft::WRL::ComPtr;
class DirectCompositeSample : public DXSample
{
public:
DirectCompositeSample(UINT width, UINT height, std::wstring name);
virtual void OnInit();
virtual void OnUpdate();
virtual void OnRender();
virtual void OnDestroy();
private:
static const UINT CircleSegments = 64;
static const UINT NumTextureColors = 8;
static const UINT NumAlphaShades = 256;
static const UINT FrameCount = 2;
static const UINT TextureWidth = 256;
static const UINT TextureHeight = 256;
static const UINT TexturePixelSizeX = TextureWidth / NumAlphaShades; // The number of bytes used to represent a pixel in the texture.
static const UINT TexturePixelSizeY = TextureHeight / NumTextureColors; // The number of bytes used to represent a pixel in the texture.
struct Vertex
{
XMFLOAT3 position;
XMFLOAT2 uv;
};
// DirectComposition objects.
ComPtr<IDCompositionDevice> m_dcompDevice;
ComPtr<IDCompositionTarget> m_dcompTarget;
ComPtr<IDCompositionVisual> m_dcompVisual;
// Pipeline objects.
D3D12_VIEWPORT m_viewport;
D3D12_RECT m_scissorRect;
ComPtr<IDXGISwapChain3> m_swapChain;
ComPtr<ID3D12Device> m_device;
ComPtr<ID3D12Resource> m_renderTargets[FrameCount];
ComPtr<ID3D12CommandAllocator> m_commandAllocator;
ComPtr<ID3D12CommandQueue> m_commandQueue;
ComPtr<ID3D12RootSignature> m_rootSignature;
ComPtr<ID3D12DescriptorHeap> m_rtvHeap;
ComPtr<ID3D12DescriptorHeap> m_srvHeap;
ComPtr<ID3D12PipelineState> m_pipelineState;
ComPtr<ID3D12GraphicsCommandList> m_commandList;
UINT m_rtvDescriptorSize;
// App resources.
ComPtr<ID3D12Resource> m_vertexBuffer;
ComPtr<ID3D12Resource> m_indexBuffer;
D3D12_VERTEX_BUFFER_VIEW m_vertexBufferView;
D3D12_INDEX_BUFFER_VIEW m_indexBufferView;
ComPtr<ID3D12Resource> m_texture;
// Synchronization objects.
UINT m_frameIndex;
HANDLE m_fenceEvent;
ComPtr<ID3D12Fence> m_fence;
UINT64 m_fenceValue;
void LoadPipeline();
void LoadAssets();
std::vector<UINT8> GenerateTextureData();
void PopulateCommandList();
void WaitForPreviousFrame();
};