Simplify depth stencil resource usage

This commit is contained in:
2026-03-15 20:02:45 +08:00
parent e1bbe24f0d
commit a557ed75bf

View File

@@ -420,7 +420,6 @@ bool InitD3D12(HWND inHWND, int inWidth, int inHeight) {
gSwapChain.Initialize(swapChain, inWidth, inHeight);
gDepthStencil.InitializeDepthStencil(device, inWidth, inHeight);
ID3D12Resource* gDSRT = gDepthStencil.GetResource();
D3D12_DESCRIPTOR_HEAP_DESC d3dDescriptorHeapDescRTV = {};
d3dDescriptorHeapDescRTV.NumDescriptors = 2;
@@ -447,7 +446,7 @@ bool InitD3D12(HWND inHWND, int inWidth, int inHeight) {
d3dDSViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
d3dDSViewDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
gSwapChainDSV.InitializeAt(device, gDSRT, gSwapChainDSVHeap.GetCPUDescriptorHandleForHeapStart(), &d3dDSViewDesc);
gSwapChainDSV.InitializeAt(device, gDepthStencil.GetResource(), gSwapChainDSVHeap.GetCPUDescriptorHandleForHeapStart(), &d3dDSViewDesc);
gCommandAllocator.Initialize(device, XCEngine::RHI::CommandQueueType::Direct);
gCommandList.Initialize(device, XCEngine::RHI::CommandQueueType::Direct, gCommandAllocator.GetCommandAllocator());