Example #1
0
        protected override unsafe ID3D12RootSignature *CreateRootSignature()
        {
            using ComPtr <ID3DBlob> signature = null;
            using ComPtr <ID3DBlob> error     = null;

            var featureData = new D3D12_FEATURE_DATA_ROOT_SIGNATURE {
                // This is the highest version the sample supports. If CheckFeatureSupport succeeds, the HighestVersion returned will not be greater than this.
                HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_1
            };

            if (FAILED(D3DDevice->CheckFeatureSupport(D3D12_FEATURE_ROOT_SIGNATURE, &featureData, (uint)sizeof(D3D12_FEATURE))))
            {
                featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_0;
            }

            const int RangesCount = 1;
            var       ranges      = stackalloc D3D12_DESCRIPTOR_RANGE1[RangesCount];

            ranges[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC);

            const int RootParametersCount = 1;
            var       rootParameters      = stackalloc D3D12_ROOT_PARAMETER1[RootParametersCount];

            rootParameters[0].InitAsDescriptorTable(1, ranges, D3D12_SHADER_VISIBILITY_PIXEL);

            var sampler = new D3D12_STATIC_SAMPLER_DESC {
                Filter           = D3D12_FILTER.D3D12_FILTER_MIN_MAG_MIP_POINT,
                AddressU         = D3D12_TEXTURE_ADDRESS_MODE_BORDER,
                AddressV         = D3D12_TEXTURE_ADDRESS_MODE_BORDER,
                AddressW         = D3D12_TEXTURE_ADDRESS_MODE_BORDER,
                MipLODBias       = 0,
                MaxAnisotropy    = 0,
                ComparisonFunc   = D3D12_COMPARISON_FUNC_NEVER,
                BorderColor      = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK,
                MinLOD           = 0.0f,
                MaxLOD           = D3D12_FLOAT32_MAX,
                ShaderRegister   = 0,
                RegisterSpace    = 0,
                ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL,
            };

            var rootSignatureDesc = new D3D12_VERSIONED_ROOT_SIGNATURE_DESC();

            rootSignatureDesc.Init_1_1(RootParametersCount, rootParameters, 1, &sampler, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);

            ThrowIfFailed(nameof(D3D12SerializeVersionedRootSignature), D3D12SerializeVersionedRootSignature(
                              &rootSignatureDesc, featureData.HighestVersion, signature.GetAddressOf(), error.GetAddressOf()));

            ID3D12RootSignature *rootSignature;

            var iid = IID_ID3D12RootSignature;

            ThrowIfFailed(nameof(ID3D12Device.CreateRootSignature), D3DDevice->CreateRootSignature(0, signature.Get()->GetBufferPointer(), signature.Get()->GetBufferSize(), &iid, (void **)&rootSignature));

            return(rootSignature);
        }
Example #2
0
        private static void TranslateStaticSamplers(ReadOnlyMemory <StaticSampler> staticSamplers, D3D12_STATIC_SAMPLER_DESC[] samplers)
        {
            var span = staticSamplers.Span;

            for (var i = 0; i < span.Length; i++)
            {
                var staticSampler = span[i];
                var desc          = staticSampler.Sampler.GetDesc();

                D3D12_STATIC_BORDER_COLOR staticBorderColor;
                var borderColor = RgbaColor.FromPointer(desc.BorderColor);

                if (borderColor == StaticSampler.OpaqueBlack)
                {
                    staticBorderColor = D3D12_STATIC_BORDER_COLOR.D3D12_STATIC_BORDER_COLOR_OPAQUE_BLACK;
                }
                else if (borderColor == StaticSampler.OpaqueWhite)
                {
                    staticBorderColor = D3D12_STATIC_BORDER_COLOR.D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE;
                }
                else if (borderColor == StaticSampler.TransparentBlack)
                {
                    staticBorderColor = D3D12_STATIC_BORDER_COLOR.D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
                }
                else
                {
                    ThrowHelper.ThrowArgumentException("Static sampler must have opaque black, opaque white, or transparent black border color");
                    staticBorderColor = default;
                }

                var sampler = new D3D12_STATIC_SAMPLER_DESC
                {
                    AddressU         = desc.AddressU,
                    AddressW         = desc.AddressW,
                    AddressV         = desc.AddressV,
                    ComparisonFunc   = desc.ComparisonFunc,
                    BorderColor      = staticBorderColor,
                    Filter           = desc.Filter,
                    MaxAnisotropy    = desc.MaxAnisotropy,
                    MaxLOD           = desc.MaxLOD,
                    MinLOD           = desc.MinLOD,
                    MipLODBias       = desc.MipLODBias,
                    RegisterSpace    = staticSampler.RegisterSpace,
                    ShaderRegister   = staticSampler.ShaderRegister,
                    ShaderVisibility = (D3D12_SHADER_VISIBILITY)staticSampler.Visibility
                };

                samplers[i] = sampler;
            }
        }
Example #3
0
 public static void Init([NativeTypeName("D3D12_STATIC_SAMPLER_DESC &")] 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, 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;
 }
Example #4
0
        private Pointer <ID3D12RootSignature> CreateD3D12RootSignature()
        {
            ThrowIfDisposedOrDisposing(_state, nameof(D3D12GraphicsPipelineSignature));

            ID3DBlob *rootSignatureBlob      = null;
            ID3DBlob *rootSignatureErrorBlob = null;

            try
            {
                ID3D12RootSignature *d3d12RootSignature;

                var rootSignatureDesc = new D3D12_ROOT_SIGNATURE_DESC {
                    Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT,
                };

                var resources       = Resources;
                var resourcesLength = resources.Length;

                var rootParametersLength = 0;
                var staticSamplersLength = 0;

                var rootParametersIndex    = 0;
                var constantShaderRegister = 0;
                var textureShaderRegister  = 0;
                var staticSamplersIndex    = 0;

                for (var inputIndex = 0; inputIndex < resourcesLength; inputIndex++)
                {
                    rootParametersLength++;

                    if (resources[inputIndex].Kind == GraphicsPipelineResourceKind.Texture)
                    {
                        staticSamplersLength++;
                    }
                }

                var rootParameters   = stackalloc D3D12_ROOT_PARAMETER[rootParametersLength];
                var staticSamplers   = stackalloc D3D12_STATIC_SAMPLER_DESC[staticSamplersLength];
                var descriptorRanges = stackalloc D3D12_DESCRIPTOR_RANGE[staticSamplersLength];

                for (var inputIndex = 0; inputIndex < resourcesLength; inputIndex++)
                {
                    var input = resources[inputIndex];

                    switch (input.Kind)
                    {
                    case GraphicsPipelineResourceKind.ConstantBuffer:
                    {
                        var shaderVisibility = GetD3D12ShaderVisiblity(input.ShaderVisibility);
                        rootParameters[rootParametersIndex].InitAsConstantBufferView(unchecked ((uint)constantShaderRegister), registerSpace: 0, shaderVisibility);

                        constantShaderRegister++;
                        rootParametersIndex++;
                        break;
                    }

                    case GraphicsPipelineResourceKind.Texture:
                    {
                        descriptorRanges[staticSamplersIndex] = new D3D12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, numDescriptors: 1, baseShaderRegister: unchecked ((uint)textureShaderRegister));
                        var shaderVisibility = GetD3D12ShaderVisiblity(input.ShaderVisibility);

                        rootParameters[rootParametersIndex].InitAsDescriptorTable(1, &descriptorRanges[staticSamplersIndex], shaderVisibility);
                        staticSamplers[staticSamplersIndex] = new D3D12_STATIC_SAMPLER_DESC(
                            shaderRegister: unchecked ((uint)staticSamplersIndex),
                            shaderVisibility: shaderVisibility
                            );

                        textureShaderRegister++;
                        rootParametersIndex++;
                        staticSamplersIndex++;
                        break;
                    }

                    default:
                    {
                        break;
                    }
                    }
                }

                rootSignatureDesc.NumParameters = unchecked ((uint)rootParametersLength);
                rootSignatureDesc.pParameters   = rootParameters;

                rootSignatureDesc.NumStaticSamplers = unchecked ((uint)staticSamplersLength);
                rootSignatureDesc.pStaticSamplers   = staticSamplers;

                ThrowExternalExceptionIfFailed(D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &rootSignatureBlob, &rootSignatureErrorBlob), nameof(D3D12SerializeRootSignature));

                var iid = IID_ID3D12RootSignature;
                ThrowExternalExceptionIfFailed(Device.D3D12Device->CreateRootSignature(0, rootSignatureBlob->GetBufferPointer(), rootSignatureBlob->GetBufferSize(), &iid, (void **)&d3d12RootSignature), nameof(ID3D12Device.CreateRootSignature));

                return(d3d12RootSignature);
            }
            finally
            {
                ReleaseIfNotNull(rootSignatureErrorBlob);
                ReleaseIfNotNull(rootSignatureBlob);
            }
Example #5
0
        // Load the sample assets.
        private void LoadAssets()
        {
            Guid      iid;
            ID3DBlob *signature    = null;
            ID3DBlob *error        = null;
            ID3DBlob *vertexShader = null;
            ID3DBlob *pixelShader  = null;

            try
            {
                // Create the root signature.
                {
                    var featureData = new D3D12_FEATURE_DATA_ROOT_SIGNATURE {
                        // This is the highest version the sample supports. If CheckFeatureSupport succeeds, the HighestVersion returned will not be greater than this.
                        HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_1
                    };

                    if (FAILED(_device->CheckFeatureSupport(D3D12_FEATURE_ROOT_SIGNATURE, &featureData, (uint)sizeof(D3D12_FEATURE))))
                    {
                        featureData.HighestVersion = D3D_ROOT_SIGNATURE_VERSION_1_0;
                    }

                    const int RangesCount = 1;
                    var       ranges      = stackalloc D3D12_DESCRIPTOR_RANGE1[RangesCount];
                    ranges[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0, 0, D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC);

                    const int RootParametersCount = 1;
                    var       rootParameters      = stackalloc D3D12_ROOT_PARAMETER1[RootParametersCount];
                    rootParameters[0].InitAsDescriptorTable(1, ranges, D3D12_SHADER_VISIBILITY_PIXEL);

                    var sampler = new D3D12_STATIC_SAMPLER_DESC {
                        Filter           = D3D12_FILTER.D3D12_FILTER_MIN_MAG_MIP_POINT,
                        AddressU         = D3D12_TEXTURE_ADDRESS_MODE_BORDER,
                        AddressV         = D3D12_TEXTURE_ADDRESS_MODE_BORDER,
                        AddressW         = D3D12_TEXTURE_ADDRESS_MODE_BORDER,
                        MipLODBias       = 0,
                        MaxAnisotropy    = 0,
                        ComparisonFunc   = D3D12_COMPARISON_FUNC_NEVER,
                        BorderColor      = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK,
                        MinLOD           = 0.0f,
                        MaxLOD           = D3D12_FLOAT32_MAX,
                        ShaderRegister   = 0,
                        RegisterSpace    = 0,
                        ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL,
                    };

                    var rootSignatureDesc = new D3D12_VERSIONED_ROOT_SIGNATURE_DESC();
                    rootSignatureDesc.Init_1_1(RootParametersCount, rootParameters, 1, &sampler, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);

                    ThrowIfFailed(nameof(D3D12SerializeVersionedRootSignature), D3D12SerializeVersionedRootSignature(
                                      &rootSignatureDesc, featureData.HighestVersion, &signature, &error));

                    fixed(ID3D12RootSignature **rootSignature = &_rootSignature)
                    {
                        iid = IID_ID3D12RootSignature;
                        ThrowIfFailed(nameof(ID3D12Device.CreateRootSignature), _device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), &iid, (void **)rootSignature));
                    }
                }

                // Create the pipeline state, which includes compiling and loading shaders.
                {
                    var compileFlags = 0u;

#if DEBUG
                    // Enable better shader debugging with the graphics debugging tools.
                    compileFlags |= D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
#endif
                    fixed(char *fileName = GetAssetFullPath(@"D3D12\Assets\Shaders\HelloTexture.hlsl"))
                    {
                        var entryPoint = 0x00006E69614D5356;    // VSMain
                        var target     = 0x0000305F355F7376;    // vs_5_0

                        ThrowIfFailed(nameof(D3DCompileFromFile), D3DCompileFromFile((ushort *)fileName, pDefines: null, pInclude: null, (sbyte *)&entryPoint, (sbyte *)&target, compileFlags, Flags2: 0, &vertexShader, ppErrorMsgs: null));

                        entryPoint = 0x00006E69614D5350;        // PSMain
                        target     = 0x0000305F355F7370;        // ps_5_0
                        ThrowIfFailed(nameof(D3DCompileFromFile), D3DCompileFromFile((ushort *)fileName, pDefines: null, pInclude: null, (sbyte *)&entryPoint, (sbyte *)&target, compileFlags, Flags2: 0, &pixelShader, ppErrorMsgs: null));
                    }

                    // Define the vertex input layout.
                    const int InputElementDescsCount = 2;

                    var semanticName0 = stackalloc ulong[2] {
                        0x4E4F495449534F50,     // POSITION
                        0x0000000000000000,
                    };

                    var semanticName1 = stackalloc ulong[2] {
                        0x44524F4F43584554,     // TEXCOORD
                        0x0000000000000000,
                    };

                    var inputElementDescs = stackalloc D3D12_INPUT_ELEMENT_DESC[InputElementDescsCount] {
                        new D3D12_INPUT_ELEMENT_DESC {
                            SemanticName   = (sbyte *)semanticName0,
                            Format         = DXGI_FORMAT_R32G32B32_FLOAT,
                            InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
                        },
                        new D3D12_INPUT_ELEMENT_DESC {
                            SemanticName      = (sbyte *)semanticName1,
                            Format            = DXGI_FORMAT_R32G32_FLOAT,
                            AlignedByteOffset = 12,
                            InputSlotClass    = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
                        },
                    };

                    // Describe and create the graphics pipeline state object (PSO).
                    var psoDesc = new D3D12_GRAPHICS_PIPELINE_STATE_DESC {
                        InputLayout = new D3D12_INPUT_LAYOUT_DESC {
                            pInputElementDescs = inputElementDescs,
                            NumElements        = InputElementDescsCount,
                        },
                        pRootSignature    = _rootSignature,
                        VS                = new D3D12_SHADER_BYTECODE(vertexShader),
                        PS                = new D3D12_SHADER_BYTECODE(pixelShader),
                        RasterizerState   = D3D12_RASTERIZER_DESC.DEFAULT,
                        BlendState        = D3D12_BLEND_DESC.DEFAULT,
                        DepthStencilState = new D3D12_DEPTH_STENCIL_DESC {
                            DepthEnable   = FALSE,
                            StencilEnable = FALSE,
                        },
                        SampleMask            = uint.MaxValue,
                        PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
                        NumRenderTargets      = 1,
                        SampleDesc            = new DXGI_SAMPLE_DESC(count: 1, quality: 0),
                    };
                    psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;

                    fixed(ID3D12PipelineState **pipelineState = &_pipelineState)
                    {
                        iid = IID_ID3D12PipelineState;
                        ThrowIfFailed(nameof(ID3D12Device.CreateGraphicsPipelineState), _device->CreateGraphicsPipelineState(&psoDesc, &iid, (void **)pipelineState));
                    }
                }

                // Create the command list.
                fixed(ID3D12GraphicsCommandList **commandList = &_commandList)
                {
                    iid = IID_ID3D12GraphicsCommandList;
                    ThrowIfFailed(nameof(ID3D12Device.CreateCommandList), _device->CreateCommandList(nodeMask: 0, D3D12_COMMAND_LIST_TYPE_DIRECT, _commandAllocator, _pipelineState, &iid, (void **)commandList));
                }

                // Create the vertex buffer.
                {
                    // Define the geometry for a triangle.
                    const int TriangleVerticesCount = 3;
                    var       triangleVertices      = stackalloc Vertex[TriangleVerticesCount] {
                        new Vertex {
                            Position = new Vector3(0.0f, 0.25f * AspectRatio, 0.0f),
                            UV       = new Vector2(0.5f, 0.0f)
                        },
                        new Vertex {
                            Position = new Vector3(0.25f, -0.25f * AspectRatio, 0.0f),
                            UV       = new Vector2(1.0f, 1.0f)
                        },
                        new Vertex {
                            Position = new Vector3(-0.25f, -0.25f * AspectRatio, 0.0f),
                            UV       = new Vector2(0.0f, 1.0f)
                        },
                    };

                    var vertexBufferSize = (uint)sizeof(Vertex) * TriangleVerticesCount;

                    // Note: using upload heaps to transfer static data like vert buffers is not
                    // recommended. Every time the GPU needs it, the upload heap will be marshalled
                    // over. Please read up on Default Heap usage. An upload heap is used here for
                    // code simplicity and because there are very few verts to actually transfer.
                    fixed(ID3D12Resource **vertexBuffer = &_vertexBuffer)
                    {
                        var heapProperties = new D3D12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD);
                        var bufferDesc     = D3D12_RESOURCE_DESC.Buffer(vertexBufferSize);

                        iid = IID_ID3D12Resource;
                        ThrowIfFailed(nameof(ID3D12Device.CreateCommittedResource), _device->CreateCommittedResource(
                                          &heapProperties,
                                          D3D12_HEAP_FLAG_NONE,
                                          &bufferDesc,
                                          D3D12_RESOURCE_STATE_GENERIC_READ,
                                          pOptimizedClearValue: null,
                                          &iid,
                                          (void **)vertexBuffer
                                          ));
                    }

                    // Copy the triangle data to the vertex buffer.
                    var   readRange = new D3D12_RANGE();
                    byte *pVertexDataBegin;
                    ThrowIfFailed(nameof(ID3D12Resource.Map), _vertexBuffer->Map(Subresource: 0, &readRange, (void **)&pVertexDataBegin));
                    Unsafe.CopyBlock(pVertexDataBegin, triangleVertices, vertexBufferSize);
                    _vertexBuffer->Unmap(0, null);

                    // Initialize the vertex buffer view.
                    _vertexBufferView.BufferLocation = _vertexBuffer->GetGPUVirtualAddress();
                    _vertexBufferView.StrideInBytes  = (uint)sizeof(Vertex);
                    _vertexBufferView.SizeInBytes    = vertexBufferSize;
                }

                // Note: textureUploadHeap needs to stay in scope until
                // the command list that references it has finished executing on the GPU.
                // We will flush the GPU at the end of this method to ensure the resource is not
                // prematurely destroyed.
                ID3D12Resource *textureUploadHeap;

                // Create the texture.
                {
                    // Describe and create a Texture2D.
                    var textureDesc = new D3D12_RESOURCE_DESC {
                        MipLevels        = 1,
                        Format           = DXGI_FORMAT_R8G8B8A8_UNORM,
                        Width            = TextureWidth,
                        Height           = TextureHeight,
                        Flags            = D3D12_RESOURCE_FLAG_NONE,
                        DepthOrArraySize = 1,
                        SampleDesc       = new DXGI_SAMPLE_DESC {
                            Count   = 1,
                            Quality = 0,
                        },
                        Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D,
                    };

                    fixed(ID3D12Resource **pTexture = &_texture)
                    {
                        var heapProperties = new D3D12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT);

                        iid = IID_ID3D12Resource;
                        ThrowIfFailed(nameof(ID3D12Device.CreateCommittedResource), _device->CreateCommittedResource(
                                          &heapProperties,
                                          D3D12_HEAP_FLAG_NONE,
                                          &textureDesc,
                                          D3D12_RESOURCE_STATE_COPY_DEST,
                                          pOptimizedClearValue: null,
                                          &iid,
                                          (void **)pTexture
                                          ));

                        var uploadBufferSize = GetRequiredIntermediateSize(_texture, 0, 1);

                        // Create the GPU upload buffer.
                        heapProperties = new D3D12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD);
                        var bufferDesc = D3D12_RESOURCE_DESC.Buffer(uploadBufferSize);

                        ThrowIfFailed(nameof(ID3D12Device.CreateCommittedResource), _device->CreateCommittedResource(
                                          &heapProperties,
                                          D3D12_HEAP_FLAG_NONE,
                                          &bufferDesc,
                                          D3D12_RESOURCE_STATE_GENERIC_READ,
                                          pOptimizedClearValue: null,
                                          &iid,
                                          (void **)&textureUploadHeap
                                          ));
                    }

                    // Copy data to the intermediate upload heap and then schedule a copy
                    // from the upload heap to the Texture2D.
                    var texture    = GenerateTextureData();
                    var rowPitch   = TextureWidth * TexturePixelSize;
                    var slicePitch = rowPitch * TextureHeight;
                    D3D12_SUBRESOURCE_DATA textureData;
                    fixed(byte *pTexture = &texture[0])
                    {
                        textureData = new D3D12_SUBRESOURCE_DATA {
                            pData      = (void *)pTexture,
                            RowPitch   = (nint)rowPitch,
                            SlicePitch = (nint)slicePitch,
                        };
                    }
                    UpdateSubresources(_commandList, _texture, textureUploadHeap, 0, 0, 1, &textureData);
                    var barrier = D3D12_RESOURCE_BARRIER.InitTransition(_texture, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
                    _commandList->ResourceBarrier(1, &barrier);

                    // Describe and create a SRV for the texture.
                    var srvDesc = new D3D12_SHADER_RESOURCE_VIEW_DESC {
                        Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
                        Format        = textureDesc.Format,
                        ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D,
                    };
                    srvDesc.Anonymous.Texture2D.MipLevels = 1;

                    _device->CreateShaderResourceView(_texture, &srvDesc, _srvHeap->GetCPUDescriptorHandleForHeapStart());
                }

                // Close the command list and execute it to begin the initial GPU setup.
                ThrowIfFailed(nameof(ID3D12GraphicsCommandList.Close), _commandList->Close());

                const int CommandListsCount = 1;
                var       ppCommandLists    = stackalloc ID3D12CommandList *[CommandListsCount] {
                    (ID3D12CommandList *)_commandList,
                };
                _commandQueue->ExecuteCommandLists(CommandListsCount, ppCommandLists);

                // Create synchronization objects and wait until assets have been uploaded to the GPU.
                {
                    fixed(ID3D12Fence **fence = &_fence)
                    {
                        iid = IID_ID3D12Fence;
                        ThrowIfFailed(nameof(ID3D12Device.CreateFence), _device->CreateFence(0, D3D12_FENCE_FLAG_NONE, &iid, (void **)fence));
                        _fenceValue = 1;
                    }

                    // Create an event handle to use for frame synchronization.
                    _fenceEvent = CreateEventW(lpEventAttributes: null, bManualReset: FALSE, bInitialState: FALSE, lpName: null);
                    if (_fenceEvent == null)
                    {
                        var hr = Marshal.GetHRForLastWin32Error();
                        Marshal.ThrowExceptionForHR(hr);
                    }

                    // Wait for the command list to execute; we are reusing the same command
                    // list in our main loop but for now, we just want to wait for setup to
                    // complete before continuing.
                    WaitForPreviousFrame();
                }
            }
            finally
            {
                if (signature != null)
                {
                    signature->Release();
                }

                if (error != null)
                {
                    error->Release();
                }

                if (vertexShader != null)
                {
                    vertexShader->Release();
                }

                if (pixelShader != null)
                {
                    pixelShader->Release();
                }
            }
        }