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- #pragma once
- #include "DX12Buffer.h"
- #include "d3dx12.h"
- #include "DX12CommandQueue.h"
- using namespace Framework;
- // Konstruktor
- // eSize: Die Länge eines Elementes in Bytes
- DX12Buffer::DX12Buffer(
- int eSize, ID3D12Device* device, ID3D12GraphicsCommandList* list, int flags)
- : DXBuffer(eSize),
- buffer(0),
- intermediate(0),
- device(device),
- list(list)
- {
- description = new D3D12_RESOURCE_DESC();
- ZeroMemory(description, sizeof(D3D12_RESOURCE_DESC));
- description->Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
- description->Height = 1;
- description->DepthOrArraySize = 1;
- description->MipLevels = 1;
- description->Format = DXGI_FORMAT_UNKNOWN;
- description->SampleDesc.Count = 1;
- description->Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
- description->Flags = (D3D12_RESOURCE_FLAGS)flags;
- }
- // Destruktor
- DX12Buffer::~DX12Buffer()
- {
- if (intermediate) intermediate->Release();
- if (buffer) buffer->Release();
- delete description;
- }
- // Kopiert die Daten in den Buffer, fals sie sich verändert haben
- void DX12Buffer::copieren(int byteCount)
- {
- if (!len) return;
- if (byteCount < 0) byteCount = len;
- if (description->Width < len)
- {
- if (intermediate) intermediate->Release();
- if (buffer) buffer->Release();
- buffer = 0;
- description->Width = len;
- }
- if (!buffer)
- {
- D3D12_HEAP_PROPERTIES hprop;
- hprop.Type = D3D12_HEAP_TYPE_UPLOAD;
- hprop.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- hprop.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
- hprop.CreationNodeMask = 1;
- hprop.VisibleNodeMask = 1;
- device->CreateCommittedResource(&hprop,
- D3D12_HEAP_FLAG_NONE,
- description,
- D3D12_RESOURCE_STATE_GENERIC_READ,
- 0,
- __uuidof(ID3D12Resource),
- (void**)&buffer);
- hprop.Type = D3D12_HEAP_TYPE_UPLOAD;
- device->CreateCommittedResource(&hprop,
- D3D12_HEAP_FLAG_NONE,
- description,
- D3D12_RESOURCE_STATE_GENERIC_READ,
- 0,
- __uuidof(ID3D12Resource),
- (void**)&intermediate);
- if (data) changed = 1;
- }
- if (changed && data)
- {
- BYTE* pData;
- D3D12_RANGE r;
- r.Begin = 0;
- r.End = 0;
- buffer->Map(0, &r, (void**)&pData);
- memcpy(pData, data, byteCount);
- r.End = byteCount;
- buffer->Unmap(0, &r);
- // list->CopyBufferRegion( buffer, 0, intermediate, 0, len );
- changed = 0;
- }
- }
- // Gibt den Buffer zurück
- ID3D12Resource* DX12Buffer::zBuffer() const
- {
- return buffer;
- }
- DX12IndexBuffer::DX12IndexBuffer(int eSize,
- ID3D12Device* device,
- DX12CopyCommandQueue* copy,
- DX12DirectCommandQueue* direct)
- : DX12Buffer(
- eSize, device, copy->getCommandList(), D3D12_RESOURCE_FLAG_NONE),
- copy(copy),
- direct(direct)
- {
- ibs = 0;
- }
- DX12IndexBuffer::~DX12IndexBuffer() {}
- // Kopiert die Daten in den Buffer, fals sie sich verändert haben
- void DX12IndexBuffer::copieren(int byteCount)
- {
- /*if( ibs )
- {
- D3D12_RESOURCE_BARRIER barrier;
- barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
- barrier.Transition.pResource = buffer;
- barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_INDEX_BUFFER;
- barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
- barrier.Transition.Subresource = 0;
- barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
- direct->getCommandList()->ResourceBarrier( 1, &barrier );
- direct->execute();
- ibs = 0;
- }*/
- DX12Buffer::copieren(byteCount);
- // copy->execute();
- /*D3D12_RESOURCE_BARRIER barrier;
- barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
- barrier.Transition.pResource = buffer;
- barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
- barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_INDEX_BUFFER;
- barrier.Transition.Subresource = 0;
- barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
- direct->getCommandList()->ResourceBarrier( 1, &barrier );
- direct->execute();
- ibs = 1;*/
- }
- DX12VertexBuffer::DX12VertexBuffer(int eSize,
- ID3D12Device* device,
- DX12CopyCommandQueue* copy,
- DX12DirectCommandQueue* direct)
- : DX12Buffer(
- eSize, device, copy->getCommandList(), D3D12_RESOURCE_FLAG_NONE),
- copy(copy),
- direct(direct)
- {
- vbs = 0;
- }
- DX12VertexBuffer::~DX12VertexBuffer() {}
- // Kopiert die Daten in den Buffer, fals sie sich verändert haben
- void DX12VertexBuffer::copieren(int byteCount)
- {
- /*if( vbs )
- {
- D3D12_RESOURCE_BARRIER barrier;
- barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
- barrier.Transition.pResource = buffer;
- barrier.Transition.StateBefore =
- D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
- barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
- barrier.Transition.Subresource = 0;
- barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
- direct->getCommandList()->ResourceBarrier( 1, &barrier );
- direct->execute();
- vbs = 0;
- }*/
- DX12Buffer::copieren(byteCount);
- // copy->execute();
- /*D3D12_RESOURCE_BARRIER barrier;
- barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
- barrier.Transition.pResource = buffer;
- barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
- barrier.Transition.StateAfter =
- D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
- barrier.Transition.Subresource = 0;
- barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
- direct->getCommandList()->ResourceBarrier( 1, &barrier );
- direct->execute();
- vbs = 1;*/
- }
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