/// <summary> /// Creates a new <see cref="DescriptorAllocator"/> instance with the specified parameters /// </summary> /// <param name="device">The <see cref="ID3D12Device"/> instance to use</param> public DescriptorAllocator(ID3D12Device device) { DescriptorSize = device.GetDescriptorHandleIncrementSize(DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView); DescriptorHeapDescription descriptorHeapDescription = new DescriptorHeapDescription { DescriptorCount = DescriptorsPerHeap, Flags = DescriptorHeapFlags.ShaderVisible, Type = DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView }; DescriptorHeap = device.CreateDescriptorHeap(descriptorHeapDescription); _RemainingHandles = DescriptorsPerHeap; _CurrentCpuHandle = DescriptorHeap.GetCPUDescriptorHandleForHeapStart(); _CurrentGpuHandle = DescriptorHeap.GetGPUDescriptorHandleForHeapStart(); }
private CpuDescriptorHandle CreateRenderTargetView(ID3D12Device device, ID3D12Resource swapChainBuffer, ID3D12DescriptorHeap heap, ref uint usedEntries, Format format) { RenderTargetViewDescription viewDesc = new RenderTargetViewDescription(); viewDesc.ViewDimension = RenderTargetViewDimension.Texture2D; viewDesc.Format = format; viewDesc.Texture2D = new Texture2DRenderTargetView(); viewDesc.Texture2D.MipSlice = 0; CpuDescriptorHandle handle = heap.GetCPUDescriptorHandleForHeapStart(); handle.Ptr += usedEntries * device.GetDescriptorHandleIncrementSize(DescriptorHeapType.RenderTargetView); usedEntries++; device.CreateRenderTargetView(swapChainBuffer, viewDesc, handle); return(handle); }
protected Application(bool useDirect3D12) { _wndProc = ProcessWindowMessage; var wndClassEx = new WNDCLASSEX { Size = Unsafe.SizeOf <WNDCLASSEX>(), Styles = WindowClassStyles.CS_HREDRAW | WindowClassStyles.CS_VREDRAW | WindowClassStyles.CS_OWNDC, WindowProc = _wndProc, InstanceHandle = HInstance, CursorHandle = LoadCursor(IntPtr.Zero, SystemCursor.IDC_ARROW), BackgroundBrushHandle = IntPtr.Zero, IconHandle = IntPtr.Zero, ClassName = WndClassName, }; var atom = RegisterClassEx(ref wndClassEx); if (atom == 0) { throw new InvalidOperationException( $"Failed to register window class. Error: {Marshal.GetLastWin32Error()}" ); } Window = new Window("Vortice", 800, 600); if (useDirect3D12 && !ID3D12Device.IsSupported(null, FeatureLevel.Level_11_0)) { useDirect3D12 = false; } var debugFactory = false; #if DEBUG if (useDirect3D12) { if (D3D12GetDebugInterface <ID3D12Debug>(out var debug).Success) { debug.EnableDebugLayer(); debugFactory = true; } } #endif if (useDirect3D12) { if (CreateDXGIFactory2(debugFactory, out IDXGIFactory4 dxgiFactory4).Failure) { throw new InvalidOperationException("Cannot create IDXGIFactory4"); } _dxgiFactory = dxgiFactory4; } else { if (CreateDXGIFactory2(debugFactory, out _dxgiFactory).Failure) { throw new InvalidOperationException("Cannot create IDXGIFactory4"); } } if (useDirect3D12) { Debug.Assert(D3D12CreateDevice(null, FeatureLevel.Level_11_0, out _d3d12Device).Success); _d3d12CommandQueue = _d3d12Device.CreateCommandQueue(new CommandQueueDescription(CommandListType.Direct, CommandQueuePriority.Normal)); } else { var featureLevels = new FeatureLevel[] { FeatureLevel.Level_11_1, FeatureLevel.Level_11_0 }; Debug.Assert(ID3D11Device.TryCreate( null, DriverType.Hardware, DeviceCreationFlags.BgraSupport, featureLevels, out _d3d11Device, out _d3d11DeviceContext).Success); } var swapChainDesc = new SwapChainDescription1 { BufferCount = FrameCount, Width = Window.Width, Height = Window.Height, Format = Format.B8G8R8A8_UNorm, Usage = Vortice.Usage.RenderTargetOutput, SwapEffect = SwapEffect.FlipDiscard, SampleDescription = new SampleDescription(1, 0) }; SwapChain = DXGIFactory.CreateSwapChainForHwnd(_d3d12CommandQueue, Window.Handle, swapChainDesc); DXGIFactory.MakeWindowAssociation(Window.Handle, WindowAssociationFlags.IgnoreAltEnter); if (useDirect3D12) { SwapChain3 = SwapChain.QueryInterface <IDXGISwapChain3>(); _frameIndex = SwapChain3.GetCurrentBackBufferIndex(); } _rtvHeap = _d3d12Device.CreateDescriptorHeap(new DescriptorHeapDescription(DescriptorHeapType.RenderTargetView, FrameCount)); _rtvDescriptorSize = _d3d12Device.GetDescriptorHandleIncrementSize(DescriptorHeapType.RenderTargetView); // Create frame resources. { var rtvHandle = _rtvHeap.GetCPUDescriptorHandleForHeapStart(); // Create a RTV for each frame. _renderTargets = new ID3D12Resource[FrameCount]; for (var i = 0; i < FrameCount; i++) { _renderTargets[i] = SwapChain.GetBuffer <ID3D12Resource>(i); _d3d12Device.CreateRenderTargetView(_renderTargets[i], null, rtvHandle); rtvHandle += _rtvDescriptorSize; } } _commandAllocator = _d3d12Device.CreateCommandAllocator(CommandListType.Direct); _commandList = _d3d12Device.CreateCommandList(CommandListType.Direct, _commandAllocator); _commandList.Close(); // Create synchronization objects. _d3d12Fence = _d3d12Device.CreateFence(0); _fenceValue = 1; _fenceEvent = new AutoResetEvent(false); }