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DeviceResources.h
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DeviceResources.h
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//
// DeviceResources.h - A wrapper for the Direct3D 12 device and swapchain
//
#pragma once
namespace DX
{
// Controls all the DirectX device resources.
class DeviceResources
{
public:
static const unsigned int c_Enable4K_UHD = 0x1;
DeviceResources(DXGI_FORMAT backBufferFormat = DXGI_FORMAT_B8G8R8A8_UNORM,
DXGI_FORMAT depthBufferFormat = DXGI_FORMAT_D32_FLOAT,
UINT backBufferCount = 2,
unsigned int flags = 0);
~DeviceResources();
void CreateDeviceResources();
void CreateWindowSizeDependentResources();
void SetWindow(IUnknown* window) { m_window = window; }
void Prepare(D3D12_RESOURCE_STATES beforeState = D3D12_RESOURCE_STATE_PRESENT);
void Present(D3D12_RESOURCE_STATES beforeState = D3D12_RESOURCE_STATE_RENDER_TARGET);
void WaitForGpu() noexcept;
// Device Accessors.
RECT GetOutputSize() const { return m_outputSize; }
// Direct3D Accessors.
ID3D12Device* GetD3DDevice() const { return m_d3dDevice.Get(); }
IDXGISwapChain1* GetSwapChain() const { return m_swapChain.Get(); }
D3D_FEATURE_LEVEL GetDeviceFeatureLevel() const { return m_d3dFeatureLevel; }
ID3D12Resource* GetRenderTarget() const { return m_renderTargets[m_backBufferIndex].Get(); }
ID3D12Resource* GetDepthStencil() const { return m_depthStencil.Get(); }
ID3D12CommandQueue* GetCommandQueue() const { return m_commandQueue.Get(); }
ID3D12CommandAllocator* GetCommandAllocator() const { return m_commandAllocators[m_backBufferIndex].Get(); }
ID3D12GraphicsCommandList* GetCommandList() const { return m_commandList.Get(); }
DXGI_FORMAT GetBackBufferFormat() const { return m_backBufferFormat; }
DXGI_FORMAT GetDepthBufferFormat() const { return m_depthBufferFormat; }
D3D12_VIEWPORT GetScreenViewport() const { return m_screenViewport; }
D3D12_RECT GetScissorRect() const { return m_scissorRect; }
UINT GetCurrentFrameIndex() const { return m_backBufferIndex; }
UINT GetBackBufferCount() const { return m_backBufferCount; }
unsigned int GetDeviceOptions() const { return m_options; }
CD3DX12_CPU_DESCRIPTOR_HANDLE GetRenderTargetView() const
{
return CD3DX12_CPU_DESCRIPTOR_HANDLE(m_rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), m_backBufferIndex, m_rtvDescriptorSize);
}
CD3DX12_CPU_DESCRIPTOR_HANDLE GetDepthStencilView() const
{
return CD3DX12_CPU_DESCRIPTOR_HANDLE(m_dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart());
}
private:
void MoveToNextFrame();
static const size_t MAX_BACK_BUFFER_COUNT = 3;
UINT m_backBufferIndex;
// Direct3D objects.
Microsoft::WRL::ComPtr<ID3D12Device> m_d3dDevice;
Microsoft::WRL::ComPtr<ID3D12CommandQueue> m_commandQueue;
Microsoft::WRL::ComPtr<ID3D12GraphicsCommandList> m_commandList;
Microsoft::WRL::ComPtr<ID3D12CommandAllocator> m_commandAllocators[MAX_BACK_BUFFER_COUNT];
// Swap chain objects.
Microsoft::WRL::ComPtr<IDXGISwapChain1> m_swapChain;
Microsoft::WRL::ComPtr<ID3D12Resource> m_renderTargets[MAX_BACK_BUFFER_COUNT];
Microsoft::WRL::ComPtr<ID3D12Resource> m_depthStencil;
// Presentation fence objects.
Microsoft::WRL::ComPtr<ID3D12Fence> m_fence;
UINT64 m_fenceValues[MAX_BACK_BUFFER_COUNT];
Microsoft::WRL::Wrappers::Event m_fenceEvent;
// Direct3D rendering objects.
Microsoft::WRL::ComPtr<ID3D12DescriptorHeap> m_rtvDescriptorHeap;
Microsoft::WRL::ComPtr<ID3D12DescriptorHeap> m_dsvDescriptorHeap;
UINT m_rtvDescriptorSize;
D3D12_VIEWPORT m_screenViewport;
D3D12_RECT m_scissorRect;
// Direct3D properties.
DXGI_FORMAT m_backBufferFormat;
DXGI_FORMAT m_depthBufferFormat;
UINT m_backBufferCount;
// Cached device properties.
IUnknown* m_window;
D3D_FEATURE_LEVEL m_d3dFeatureLevel;
RECT m_outputSize;
// DeviceResources options (see flags above)
unsigned int m_options;
};
}