Refactor: use engine enums for resource states and heap types
This commit is contained in:
@@ -170,7 +170,7 @@ public:
|
||||
fread(mVertexData, 1, sizeof(StaticMeshComponentVertexData) * mVertexCount, pFile);
|
||||
mVBO.InitializeWithData(gD3D12Device.GetDevice(), inCommandList, mVertexData,
|
||||
sizeof(StaticMeshComponentVertexData) * mVertexCount,
|
||||
D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
|
||||
ToD3D12(XCEngine::RHI::ResourceStates::VertexAndConstantBuffer));
|
||||
|
||||
while (!feof(pFile)) {
|
||||
fread(&temp, 4, 1, pFile);
|
||||
@@ -186,7 +186,7 @@ public:
|
||||
fread(indexes, 1, sizeof(unsigned int) * temp, pFile);
|
||||
submesh->mIBO.InitializeWithData(gD3D12Device.GetDevice(), inCommandList, indexes,
|
||||
sizeof(unsigned int) * temp,
|
||||
D3D12_RESOURCE_STATE_INDEX_BUFFER);
|
||||
ToD3D12(XCEngine::RHI::ResourceStates::IndexBuffer));
|
||||
mSubMeshes.insert(std::pair<std::string, SubMesh*>(name, submesh));
|
||||
delete[] indexes;
|
||||
}
|
||||
@@ -504,7 +504,7 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
|
||||
gPixelShader.CompileFromFile(L"Res/Shader/gs.hlsl", "MainPS", "ps_5_1");
|
||||
ID3D12PipelineState* pso = CreatePSO(rootSignature, gVertexShader.GetD3D12Bytecode(), gPixelShader.GetD3D12Bytecode(), gGeometryShader.GetD3D12Bytecode());
|
||||
|
||||
gConstantBuffer.Initialize(gD3D12Device.GetDevice(), 65536, D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_HEAP_TYPE_UPLOAD);
|
||||
gConstantBuffer.Initialize(gD3D12Device.GetDevice(), 65536, ToD3D12(XCEngine::RHI::ResourceStates::GenericRead), ToD3D12(XCEngine::RHI::HeapType::Upload));
|
||||
DirectX::XMMATRIX projectionMatrix = DirectX::XMMatrixPerspectiveFovLH(
|
||||
(45.0f * 3.141592f) / 180.0f, 1280.0f / 720.0f, 0.1f, 1000.0f);
|
||||
DirectX::XMMATRIX viewMatrix = DirectX::XMMatrixIdentity();
|
||||
@@ -533,7 +533,7 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
|
||||
gConstantBuffer.GetResource()->Unmap(0, nullptr);
|
||||
}
|
||||
|
||||
gMaterialBuffer.Initialize(gD3D12Device.GetDevice(), 65536, D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_HEAP_TYPE_UPLOAD);
|
||||
gMaterialBuffer.Initialize(gD3D12Device.GetDevice(), 65536, ToD3D12(XCEngine::RHI::ResourceStates::GenericRead), ToD3D12(XCEngine::RHI::HeapType::Upload));
|
||||
struct MaterialData {
|
||||
float r;
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user