Remove unused CreateTexture2D function
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@@ -380,94 +380,6 @@ ID3D12Resource* CreateBufferObject(ID3D12GraphicsCommandList* inCommandList,
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}
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//=================================================================================
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// 2D纹理创建
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// DEFAULT堆 → 通过Upload堆中转数据 → CopyTextureRegion → 状态转换
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//=================================================================================
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ID3D12Resource* CreateTexture2D(ID3D12GraphicsCommandList* inCommandList,
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const void* inPixelData, int inDataSizeInBytes, int inWidth, int inHeight,
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DXGI_FORMAT inFormat) {
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D3D12_HEAP_PROPERTIES d3dHeapProperties = {};
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d3dHeapProperties.Type = D3D12_HEAP_TYPE_DEFAULT;
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D3D12_RESOURCE_DESC d3d12ResourceDesc = {};
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d3d12ResourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
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d3d12ResourceDesc.Alignment = 0;
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d3d12ResourceDesc.Width = inWidth;
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d3d12ResourceDesc.Height = inHeight;
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d3d12ResourceDesc.DepthOrArraySize = 1;
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d3d12ResourceDesc.MipLevels = 1;
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d3d12ResourceDesc.Format = inFormat;
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d3d12ResourceDesc.SampleDesc.Count = 1;
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d3d12ResourceDesc.SampleDesc.Quality = 0;
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d3d12ResourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
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d3d12ResourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
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ID3D12Resource* texture = nullptr;
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gDevice.GetDevice()->CreateCommittedResource(&d3dHeapProperties,
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D3D12_HEAP_FLAG_NONE,
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&d3d12ResourceDesc,
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D3D12_RESOURCE_STATE_COPY_DEST,
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nullptr,
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IID_PPV_ARGS(&texture)
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);
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d3d12ResourceDesc = texture->GetDesc();
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UINT64 memorySizeUsed = 0;
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UINT64 rowSizeInBytes = 0;
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UINT rowUsed = 0;
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D3D12_PLACED_SUBRESOURCE_FOOTPRINT subresourceFootprint;
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gDevice.GetDevice()->GetCopyableFootprints(&d3d12ResourceDesc, 0, 1, 0,
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&subresourceFootprint, &rowUsed, &rowSizeInBytes, &memorySizeUsed);
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ID3D12Resource* tempBufferObject = nullptr;
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D3D12_HEAP_PROPERTIES d3dTempHeapProperties = {};
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d3dTempHeapProperties.Type = D3D12_HEAP_TYPE_UPLOAD;
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D3D12_RESOURCE_DESC d3d12TempResourceDesc = {};
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d3d12TempResourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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d3d12TempResourceDesc.Alignment = 0;
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d3d12TempResourceDesc.Width = memorySizeUsed;
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d3d12TempResourceDesc.Height = 1;
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d3d12TempResourceDesc.DepthOrArraySize = 1;
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d3d12TempResourceDesc.MipLevels = 1;
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d3d12TempResourceDesc.Format = DXGI_FORMAT_UNKNOWN;
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d3d12TempResourceDesc.SampleDesc.Count = 1;
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d3d12TempResourceDesc.SampleDesc.Quality = 0;
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d3d12TempResourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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d3d12TempResourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
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gDevice.GetDevice()->CreateCommittedResource(
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&d3dTempHeapProperties,
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D3D12_HEAP_FLAG_NONE,
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&d3d12TempResourceDesc,
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D3D12_RESOURCE_STATE_GENERIC_READ,
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nullptr,
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IID_PPV_ARGS(&tempBufferObject)
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);
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BYTE* pData;
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tempBufferObject->Map(0, nullptr, reinterpret_cast<void**>(&pData));
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BYTE* pDstTempBuffer = reinterpret_cast<BYTE*>(pData + subresourceFootprint.Offset);
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const BYTE* pSrcData = reinterpret_cast<const BYTE*>(inPixelData);
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for (UINT i = 0; i < rowUsed; i++) {
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memcpy(pDstTempBuffer + subresourceFootprint.Footprint.RowPitch * i, pSrcData + rowSizeInBytes * i, rowSizeInBytes);
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}
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tempBufferObject->Unmap(0, nullptr);
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D3D12_TEXTURE_COPY_LOCATION dst = {};
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dst.pResource = texture;
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dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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dst.SubresourceIndex = 0;
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D3D12_TEXTURE_COPY_LOCATION src = {};
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src.pResource = tempBufferObject;
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src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
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src.PlacedFootprint = subresourceFootprint;
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inCommandList->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr);
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D3D12_RESOURCE_BARRIER barrier = InitResourceBarrier(texture,
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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inCommandList->ResourceBarrier(1, &barrier);
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return texture;
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}
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//=================================================================================
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// 渲染管线状态对象 (PSO)
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// 包含: InputLayout / VS/GS/PS / Rasterizer / DepthStencil / Blend
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