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SimpleDeviceAndSwapChain.h
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SimpleDeviceAndSwapChain.h
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//--------------------------------------------------------------------------------------
// SimpleDeviceAndSwapChain.h
//
// Setting up a Direct3D 12 device and swapchain for a Xbox One app
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#pragma once
#include "StepTimer.h"
// A basic sample implementation that creates a D3D12 device and
// provides a render loop.
class Sample
{
public:
Sample() noexcept(false);
~Sample() = default;
Sample(Sample&&) = default;
Sample& operator= (Sample&&) = default;
Sample(Sample const&) = delete;
Sample& operator= (Sample const&) = delete;
// Initialization and management
void Initialize(IUnknown* window);
// Basic Sample loop
void Tick();
// Messages
void OnSuspending();
void OnResuming();
private:
void Update(DX::StepTimer const& timer);
void Render();
void Clear();
void Present();
void CreateDevice();
void CreateResources();
void WaitForGpu();
void MoveToNextFrame();
// Application state
IUnknown* m_window;
int m_outputWidth;
int m_outputHeight;
// Direct3D Objects
D3D_FEATURE_LEVEL m_featureLevel;
static const UINT c_swapBufferCount = 2;
UINT m_backBufferIndex;
Microsoft::WRL::ComPtr<ID3D12Device> m_d3dDevice;
Microsoft::WRL::ComPtr<ID3D12CommandQueue> m_commandQueue;
Microsoft::WRL::ComPtr<ID3D12DescriptorHeap> m_rtvDescriptorHeap;
UINT m_rtvDescriptorSize;
Microsoft::WRL::ComPtr<ID3D12DescriptorHeap> m_dsvDescriptorHeap;
UINT m_dsvDescriptorSize;
Microsoft::WRL::ComPtr<ID3D12CommandAllocator> m_commandAllocators[c_swapBufferCount];
Microsoft::WRL::ComPtr<ID3D12GraphicsCommandList> m_commandList;
Microsoft::WRL::ComPtr<ID3D12Fence> m_fence;
UINT64 m_fenceValues[c_swapBufferCount];
Microsoft::WRL::Wrappers::Event m_fenceEvent;
// Rendering resources
Microsoft::WRL::ComPtr<IDXGISwapChain1> m_swapChain;
Microsoft::WRL::ComPtr<ID3D12Resource> m_renderTargets[c_swapBufferCount];
Microsoft::WRL::ComPtr<ID3D12Resource> m_depthStencil;
// Rendering loop timer.
uint64_t m_frame;
DX::StepTimer m_timer;
// Input devices.
std::unique_ptr<DirectX::GamePad> m_gamePad;
// DirectXTK objects.
std::unique_ptr<DirectX::GraphicsMemory> m_graphicsMemory;
std::unique_ptr<DirectX::DescriptorHeap> m_resourceDescriptors;
Microsoft::WRL::ComPtr<ID3D12Resource> m_background;
enum Descriptors
{
Background,
Count
};
std::unique_ptr<DirectX::SpriteBatch> m_batch;
};