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d3d12: Use d3dx12.h defined struct.
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ae51ce2349
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7 changed files with 108 additions and 273 deletions
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@ -5,6 +5,7 @@
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#if defined(DX12_SUPPORT)
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#include "D3D12GSRender.h"
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#include <d3dcompiler.h>
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#include "d3dx12.h"
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#define STRINGIFY(x) #x
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extern PFN_D3D12_SERIALIZE_ROOT_SIGNATURE wrapD3D12SerializeRootSignature;
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@ -201,7 +202,7 @@ void D3D12GSRender::Shader::Init(ID3D12Device *device)
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device->CreateCommittedResource(
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&heapProp,
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D3D12_HEAP_FLAG_NONE,
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&getBufferResourceDesc(16 * sizeof(float)),
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&CD3DX12_RESOURCE_DESC::Buffer(16 * sizeof(float)),
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D3D12_RESOURCE_STATE_GENERIC_READ,
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nullptr,
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IID_PPV_ARGS(&m_vertexBuffer)
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@ -212,17 +213,13 @@ void D3D12GSRender::Shader::Init(ID3D12Device *device)
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memcpy(tmp, quadVertex, 16 * sizeof(float));
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m_vertexBuffer->Unmap(0, nullptr);
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D3D12_DESCRIPTOR_HEAP_DESC heapDesc = {};
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heapDesc.NumDescriptors = 2;
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heapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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heapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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D3D12_DESCRIPTOR_HEAP_DESC textureHeapDesc = { D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV , 2, D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE };
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ThrowIfFailed(
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device->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&m_textureDescriptorHeap))
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device->CreateDescriptorHeap(&textureHeapDesc, IID_PPV_ARGS(&m_textureDescriptorHeap))
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);
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heapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
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D3D12_DESCRIPTOR_HEAP_DESC samplerHeapDesc = { D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER , 2, D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE };
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ThrowIfFailed(
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device->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&m_samplerDescriptorHeap))
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device->CreateDescriptorHeap(&samplerHeapDesc, IID_PPV_ARGS(&m_samplerDescriptorHeap))
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);
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}
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