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XCEngine/engine/src/RHI/D3D12Texture.cpp

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#include "XCEngine/RHI/D3D12/D3D12Texture.h"
namespace XCEngine {
namespace RHI {
D3D12Texture::D3D12Texture() {
}
D3D12Texture::~D3D12Texture() {
Shutdown();
}
bool D3D12Texture::Initialize(ID3D12Device* device, const D3D12_RESOURCE_DESC& desc, D3D12_RESOURCE_STATES initialState) {
D3D12_HEAP_PROPERTIES heapProperties = {};
heapProperties.Type = D3D12_HEAP_TYPE_DEFAULT;
heapProperties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProperties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProperties.CreationNodeMask = 0;
heapProperties.VisibleNodeMask = 0;
D3D12_CLEAR_VALUE* pOptimizedClearValue = nullptr;
HRESULT hResult = device->CreateCommittedResource(
&heapProperties,
D3D12_HEAP_FLAG_NONE,
&desc,
initialState,
pOptimizedClearValue,
IID_PPV_ARGS(&m_resource)
);
if (FAILED(hResult)) {
return false;
}
return true;
}
bool D3D12Texture::InitializeFromExisting(ID3D12Resource* resource) {
m_resource = resource;
return true;
}
void D3D12Texture::Shutdown() {
m_resource.Reset();
}
} // namespace RHI
} // namespace XCEngine