SOL9 2.0 Class: Direct3D12DepthStencilView
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Source code
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* Direct3D12DepthStencilView.h
*
*****************************************************************************/
// 2016/10/01
#pragma once
#include <sol/direct3d12/Direct3D12View.h>
namespace SOL {
class Direct3D12DepthStencilView : public Direct3D12View {
private:
static const D3D12_DESCRIPTOR_HEAP_TYPE heapType = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
ID3D12Resource* depthStencil;
D3D12_CPU_DESCRIPTOR_HANDLE handle;
UINT descriptorIncrementSize;
public:
Direct3D12DepthStencilView(
__in ID3D12Device* device,
__in UINT width,
__in UINT height)
:Direct3D12View(device,
1, //bufferCount,
heapType),
depthStencil(NULL)
{
if (device == nullptr) {
throw IException("Invalid parameter.");
}
if (width == 0 && height == 0) {
throw IException("Invalid width(%d) and height(%d)", width, height);
}
handle.ptr = 0;
descriptorIncrementSize = device->GetDescriptorHandleIncrementSize(heapType);
//1 Define a heapProperites
D3D12_HEAP_PROPERTIES heapProp;
memset(&heapProp, 0, sizeof(heapProp));
heapProp.Type = D3D12_HEAP_TYPE_DEFAULT;
heapProp.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProp.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProp.CreationNodeMask = 1;
heapProp.VisibleNodeMask = 1;
//2 Define a resourceDesc.
D3D12_RESOURCE_DESC resDesc;
memset(&resDesc, 0, sizeof(resDesc));
resDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
resDesc.Alignment = 0;
resDesc.Width = width;
resDesc.Height = height;
resDesc.DepthOrArraySize = 1;
resDesc.MipLevels = 0;
resDesc.Format = DXGI_FORMAT_D32_FLOAT; //
resDesc.SampleDesc.Count = 1;
resDesc.SampleDesc.Quality = 0;
resDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
resDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
//3 Define a clearValue
D3D12_CLEAR_VALUE clearValue;
memset(&clearValue, 0, sizeof(clearValue));
clearValue.Format = DXGI_FORMAT_D32_FLOAT;
clearValue.DepthStencil.Depth = 1.0f;
clearValue.DepthStencil.Stencil = 0;
//4 Create a depthStencil resource.
HRESULT hr = device->CreateCommittedResource(
&heapProp,
D3D12_HEAP_FLAG_NONE,
(const D3D12_RESOURCE_DESC*)&resDesc,
D3D12_RESOURCE_STATE_DEPTH_WRITE,
&clearValue,
IID_PPV_ARGS(&depthStencil));
if (FAILED(hr)) {
throw IException("Failed to ID3D12Device::CreateCommittedResource. HRESULT(0x%lx)", hr );
}
//5 Define a depthStencailViewDesc
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
memset(&dsvDesc, 0, sizeof(dsvDesc));
dsvDesc.Format = DXGI_FORMAT_D32_FLOAT;
dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
dsvDesc.Flags = D3D12_DSV_FLAG_NONE;
handle = getCPUDescriptorHandleForHeapStart();
//6 Create a depthStencilView from resource depthStencil, depthStencilViewDesc dsvDes,
// and cpuDescriptorHandle handle.
device->CreateDepthStencilView(
depthStencil,
&dsvDesc,
handle);
}
public:
Direct3D12DepthStencilView(
__in ID3D12Device* device,
__in const D3D12_DESCRIPTOR_HEAP_DESC* heapDesc,
__in D3D12_HEAP_PROPERTIES* heapProp,
__in D3D12_RESOURCE_DESC* resourceDesc,
__in D3D12_CLEAR_VALUE* clearValue,
__in D3D12_DEPTH_STENCIL_VIEW_DESC* dsvDesc)
:Direct3D12View(device, heapDesc),
depthStencil(NULL)
{
if (device == nullptr ||
heapDesc == nullptr ||
heapProp == nullptr ||
resourceDesc == nullptr ||
clearValue == nullptr ||
dsvDesc == nullptr) {
throw IException("Invalid parameters.");
}
descriptorIncrementSize = device->GetDescriptorHandleIncrementSize(heapType); //D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
handle = getCPUDescriptorHandleForHeapStart();
//1 Create a depthStencil resource.
HRESULT hr = device->CreateCommittedResource(
heapProp,
D3D12_HEAP_FLAG_NONE,
(const D3D12_RESOURCE_DESC*)&heapDesc,
D3D12_RESOURCE_STATE_DEPTH_WRITE,
clearValue,
IID_PPV_ARGS(&depthStencil));
if (FAILED(hr)) {
throw IException("Failed to ID3D12Device::CreateCommittedResource. HRESULT(0x%lx)", hr);
}
//2 Create a depthStencilView from the depthStencil resource and dsvDesc depthStencilDesc.
device->CreateDepthStencilView(
depthStencil,
dsvDesc,
handle);
}
~Direct3D12DepthStencilView()
{
if (depthStencil) {
depthStencil->Release();
depthStencil = NULL;
}
}
operator ID3D12Resource*()
{
return depthStencil;
}
ID3D12Resource* getResource()
{
return depthStencil;
}
D3D12_CPU_DESCRIPTOR_HANDLE getHandle()
{
return handle;
}
UINT getDescriptorIncrementSize()
{
return descriptorIncrementSize;
}
};
}
Last modified: 5 May 2019
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