Remove helper functions: CreateConstantBufferObject, UpdateConstantBuffer
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@@ -300,24 +300,6 @@ ID3D12RootSignature* InitRootSignature() {
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}
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//=================================================================================
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// 常量缓冲 (Constant Buffer) 创建与更新
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// UPLOAD堆: CPU可写, GPU可读
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//=================================================================================
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bool CreateConstantBufferObject(XCEngine::RHI::D3D12Buffer& buffer, int inDataLen) {
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return buffer.Initialize(gDevice.GetDevice(), inDataLen, D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_HEAP_TYPE_UPLOAD);
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}
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//=================================================================================
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// 更新常量缓冲数据
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//=================================================================================
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void UpdateConstantBuffer(XCEngine::RHI::D3D12Buffer& buffer, void* inData, int inDataLen) {
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D3D12_RANGE d3d12Range = { 0 };
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unsigned char* pBuffer = nullptr;
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buffer.GetResource()->Map(0, &d3d12Range, (void**)&pBuffer);
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memcpy(pBuffer, inData, inDataLen);
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buffer.GetResource()->Unmap(0, nullptr);
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}
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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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@@ -618,7 +600,7 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
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gPixelShader.CompileFromFile(L"Res/Shader/gs.hlsl", "MainPS", "ps_5_1");
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ID3D12PipelineState* pso = CreatePSO(rootSignature, gVertexShader.GetBytecode(), gPixelShader.GetBytecode(), gGeometryShader.GetBytecode());
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CreateConstantBufferObject(gConstantBuffer, 65536);
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gConstantBuffer.Initialize(gDevice.GetDevice(), 65536, D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_HEAP_TYPE_UPLOAD);
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DirectX::XMMATRIX projectionMatrix = DirectX::XMMatrixPerspectiveFovLH(
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(45.0f * 3.141592f) / 180.0f, 1280.0f / 720.0f, 0.1f, 1000.0f);
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DirectX::XMMATRIX viewMatrix = DirectX::XMMatrixIdentity();
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@@ -639,9 +621,15 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
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DirectX::XMStoreFloat4x4(&tempMatrix, modelMatrix);
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memcpy(matrices + 48, &tempMatrix, sizeof(float) * 16);
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}
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UpdateConstantBuffer(gConstantBuffer, matrices, sizeof(float) * 64);
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{
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D3D12_RANGE d3d12Range = { 0 };
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unsigned char* pBuffer = nullptr;
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gConstantBuffer.GetResource()->Map(0, &d3d12Range, (void**)&pBuffer);
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memcpy(pBuffer, matrices, sizeof(float) * 64);
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gConstantBuffer.GetResource()->Unmap(0, nullptr);
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}
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CreateConstantBufferObject(gMaterialBuffer, 65536);
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gMaterialBuffer.Initialize(gDevice.GetDevice(), 65536, D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_HEAP_TYPE_UPLOAD);
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struct MaterialData {
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float r;
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};
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@@ -649,7 +637,13 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
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for (int i = 0; i < 3000; i++) {
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materialDatas[i].r = srandom() * 0.1f + 0.1f;
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}
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UpdateConstantBuffer(gMaterialBuffer, materialDatas, sizeof(MaterialData) * 3000);
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{
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D3D12_RANGE d3d12Range = { 0 };
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unsigned char* pBuffer = nullptr;
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gMaterialBuffer.GetResource()->Map(0, &d3d12Range, (void**)&pBuffer);
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memcpy(pBuffer, materialDatas, sizeof(MaterialData) * 3000);
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gMaterialBuffer.GetResource()->Unmap(0, nullptr);
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}
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int imageWidth, imageHeight, imageChannel;
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stbi_uc* pixels = stbi_load("Res/Image/earth_d.jpg", &imageWidth, &imageHeight, &imageChannel, 4);
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