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d3dx12.h
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d3dx12.h
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//*********************************************************
//
// Copyright (c) Microsoft. All rights reserved.
// This code is licensed under the MIT License (MIT).
// THIS CODE IS PROVIDED *AS IS* WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING ANY
// IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR
// PURPOSE, MERCHANTABILITY, OR NON-INFRINGEMENT.
//
//*********************************************************
#ifndef __D3DX12_H__
#define __D3DX12_H__
#include "d3d12.h"
#if defined( __cplusplus )
struct CD3DX12_DEFAULT {};
extern const DECLSPEC_SELECTANY CD3DX12_DEFAULT D3D12_DEFAULT;
//------------------------------------------------------------------------------------------------
inline bool operator==( const D3D12_VIEWPORT& l, const D3D12_VIEWPORT& r )
{
return l.TopLeftX == r.TopLeftX && l.TopLeftY == r.TopLeftY && l.Width == r.Width &&
l.Height == r.Height && l.MinDepth == r.MinDepth && l.MaxDepth == r.MaxDepth;
}
//------------------------------------------------------------------------------------------------
inline bool operator!=( const D3D12_VIEWPORT& l, const D3D12_VIEWPORT& r )
{ return !( l == r ); }
//------------------------------------------------------------------------------------------------
struct CD3DX12_RECT : public D3D12_RECT
{
CD3DX12_RECT()
{}
explicit CD3DX12_RECT( const D3D12_RECT& o ) :
D3D12_RECT( o )
{}
explicit CD3DX12_RECT(
LONG Left,
LONG Top,
LONG Right,
LONG Bottom )
{
left = Left;
top = Top;
right = Right;
bottom = Bottom;
}
~CD3DX12_RECT() {}
operator const D3D12_RECT&() const { return *this; }
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_BOX : public D3D12_BOX
{
CD3DX12_BOX()
{}
explicit CD3DX12_BOX( const D3D12_BOX& o ) :
D3D12_BOX( o )
{}
explicit CD3DX12_BOX(
LONG Left,
LONG Right )
{
left = Left;
top = 0;
front = 0;
right = Right;
bottom = 1;
back = 1;
}
explicit CD3DX12_BOX(
LONG Left,
LONG Top,
LONG Right,
LONG Bottom )
{
left = Left;
top = Top;
front = 0;
right = Right;
bottom = Bottom;
back = 1;
}
explicit CD3DX12_BOX(
LONG Left,
LONG Top,
LONG Front,
LONG Right,
LONG Bottom,
LONG Back )
{
left = Left;
top = Top;
front = Front;
right = Right;
bottom = Bottom;
back = Back;
}
~CD3DX12_BOX() {}
operator const D3D12_BOX&() const { return *this; }
};
inline bool operator==( const D3D12_BOX& l, const D3D12_BOX& r )
{
return l.left == r.left && l.top == r.top && l.front == r.front &&
l.right == r.right && l.bottom == r.bottom && l.back == r.back;
}
inline bool operator!=( const D3D12_BOX& l, const D3D12_BOX& r )
{ return !( l == r ); }
//------------------------------------------------------------------------------------------------
struct CD3DX12_DEPTH_STENCIL_DESC : public D3D12_DEPTH_STENCIL_DESC
{
CD3DX12_DEPTH_STENCIL_DESC()
{}
explicit CD3DX12_DEPTH_STENCIL_DESC( const D3D12_DEPTH_STENCIL_DESC& o ) :
D3D12_DEPTH_STENCIL_DESC( o )
{}
explicit CD3DX12_DEPTH_STENCIL_DESC( CD3DX12_DEFAULT )
{
DepthEnable = TRUE;
DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
DepthFunc = D3D12_COMPARISON_FUNC_LESS;
StencilEnable = FALSE;
StencilReadMask = D3D12_DEFAULT_STENCIL_READ_MASK;
StencilWriteMask = D3D12_DEFAULT_STENCIL_WRITE_MASK;
const D3D12_DEPTH_STENCILOP_DESC defaultStencilOp =
{ D3D12_STENCIL_OP_KEEP, D3D12_STENCIL_OP_KEEP, D3D12_STENCIL_OP_KEEP, D3D12_COMPARISON_FUNC_ALWAYS };
FrontFace = defaultStencilOp;
BackFace = defaultStencilOp;
}
explicit CD3DX12_DEPTH_STENCIL_DESC(
BOOL depthEnable,
D3D12_DEPTH_WRITE_MASK depthWriteMask,
D3D12_COMPARISON_FUNC depthFunc,
BOOL stencilEnable,
UINT8 stencilReadMask,
UINT8 stencilWriteMask,
D3D12_STENCIL_OP frontStencilFailOp,
D3D12_STENCIL_OP frontStencilDepthFailOp,
D3D12_STENCIL_OP frontStencilPassOp,
D3D12_COMPARISON_FUNC frontStencilFunc,
D3D12_STENCIL_OP backStencilFailOp,
D3D12_STENCIL_OP backStencilDepthFailOp,
D3D12_STENCIL_OP backStencilPassOp,
D3D12_COMPARISON_FUNC backStencilFunc )
{
DepthEnable = depthEnable;
DepthWriteMask = depthWriteMask;
DepthFunc = depthFunc;
StencilEnable = stencilEnable;
StencilReadMask = stencilReadMask;
StencilWriteMask = stencilWriteMask;
FrontFace.StencilFailOp = frontStencilFailOp;
FrontFace.StencilDepthFailOp = frontStencilDepthFailOp;
FrontFace.StencilPassOp = frontStencilPassOp;
FrontFace.StencilFunc = frontStencilFunc;
BackFace.StencilFailOp = backStencilFailOp;
BackFace.StencilDepthFailOp = backStencilDepthFailOp;
BackFace.StencilPassOp = backStencilPassOp;
BackFace.StencilFunc = backStencilFunc;
}
~CD3DX12_DEPTH_STENCIL_DESC() {}
operator const D3D12_DEPTH_STENCIL_DESC&() const { return *this; }
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_BLEND_DESC : public D3D12_BLEND_DESC
{
CD3DX12_BLEND_DESC()
{}
explicit CD3DX12_BLEND_DESC( const D3D12_BLEND_DESC& o ) :
D3D12_BLEND_DESC( o )
{}
explicit CD3DX12_BLEND_DESC( CD3DX12_DEFAULT )
{
AlphaToCoverageEnable = FALSE;
IndependentBlendEnable = FALSE;
const D3D12_RENDER_TARGET_BLEND_DESC defaultRenderTargetBlendDesc =
{
FALSE,FALSE,
D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
D3D12_LOGIC_OP_NOOP,
D3D12_COLOR_WRITE_ENABLE_ALL,
};
for (UINT i = 0; i < D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
RenderTarget[ i ] = defaultRenderTargetBlendDesc;
}
~CD3DX12_BLEND_DESC() {}
operator const D3D12_BLEND_DESC&() const { return *this; }
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_RASTERIZER_DESC : public D3D12_RASTERIZER_DESC
{
CD3DX12_RASTERIZER_DESC()
{}
explicit CD3DX12_RASTERIZER_DESC( const D3D12_RASTERIZER_DESC& o ) :
D3D12_RASTERIZER_DESC( o )
{}
explicit CD3DX12_RASTERIZER_DESC( CD3DX12_DEFAULT )
{
FillMode = D3D12_FILL_MODE_SOLID;
CullMode = D3D12_CULL_MODE_BACK;
FrontCounterClockwise = FALSE;
DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
DepthClipEnable = TRUE;
MultisampleEnable = FALSE;
AntialiasedLineEnable = FALSE;
ForcedSampleCount = 0;
ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
}
explicit CD3DX12_RASTERIZER_DESC(
D3D12_FILL_MODE fillMode,
D3D12_CULL_MODE cullMode,
BOOL frontCounterClockwise,
INT depthBias,
FLOAT depthBiasClamp,
FLOAT slopeScaledDepthBias,
BOOL depthClipEnable,
BOOL multisampleEnable,
BOOL antialiasedLineEnable,
UINT forcedSampleCount,
D3D12_CONSERVATIVE_RASTERIZATION_MODE conservativeRaster)
{
FillMode = fillMode;
CullMode = cullMode;
FrontCounterClockwise = frontCounterClockwise;
DepthBias = depthBias;
DepthBiasClamp = depthBiasClamp;
SlopeScaledDepthBias = slopeScaledDepthBias;
DepthClipEnable = depthClipEnable;
MultisampleEnable = multisampleEnable;
AntialiasedLineEnable = antialiasedLineEnable;
ForcedSampleCount = forcedSampleCount;
ConservativeRaster = conservativeRaster;
}
~CD3DX12_RASTERIZER_DESC() {}
operator const D3D12_RASTERIZER_DESC&() const { return *this; }
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_RESOURCE_ALLOCATION_INFO : public D3D12_RESOURCE_ALLOCATION_INFO
{
CD3DX12_RESOURCE_ALLOCATION_INFO()
{}
explicit CD3DX12_RESOURCE_ALLOCATION_INFO( const D3D12_RESOURCE_ALLOCATION_INFO& o ) :
D3D12_RESOURCE_ALLOCATION_INFO( o )
{}
CD3DX12_RESOURCE_ALLOCATION_INFO(
UINT64 size,
UINT64 alignment )
{
SizeInBytes = size;
Alignment = alignment;
}
operator const D3D12_RESOURCE_ALLOCATION_INFO&() const { return *this; }
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_HEAP_PROPERTIES : public D3D12_HEAP_PROPERTIES
{
CD3DX12_HEAP_PROPERTIES()
{}
explicit CD3DX12_HEAP_PROPERTIES(const D3D12_HEAP_PROPERTIES &o) :
D3D12_HEAP_PROPERTIES(o)
{}
CD3DX12_HEAP_PROPERTIES(
D3D12_CPU_PAGE_PROPERTY cpuPageProperty,
D3D12_MEMORY_POOL memoryPoolPreference,
UINT creationNodeMask = 1,
UINT nodeMask = 1 )
{
Type = D3D12_HEAP_TYPE_CUSTOM;
CPUPageProperty = cpuPageProperty;
MemoryPoolPreference = memoryPoolPreference;
CreationNodeMask = creationNodeMask;
VisibleNodeMask = nodeMask;
}
explicit CD3DX12_HEAP_PROPERTIES(
D3D12_HEAP_TYPE type,
UINT creationNodeMask = 1,
UINT nodeMask = 1 )
{
Type = type;
CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
CreationNodeMask = creationNodeMask;
VisibleNodeMask = nodeMask;
}
operator const D3D12_HEAP_PROPERTIES&() const { return *this; }
bool IsCPUAccessible() const
{
return Type == D3D12_HEAP_TYPE_UPLOAD || Type == D3D12_HEAP_TYPE_READBACK || (Type == D3D12_HEAP_TYPE_CUSTOM &&
(CPUPageProperty == D3D12_CPU_PAGE_PROPERTY_WRITE_COMBINE || CPUPageProperty == D3D12_CPU_PAGE_PROPERTY_WRITE_BACK));
}
};
inline bool operator==( const D3D12_HEAP_PROPERTIES& l, const D3D12_HEAP_PROPERTIES& r )
{
return l.Type == r.Type && l.CPUPageProperty == r.CPUPageProperty &&
l.MemoryPoolPreference == r.MemoryPoolPreference &&
l.CreationNodeMask == r.CreationNodeMask &&
l.VisibleNodeMask == r.VisibleNodeMask;
}
inline bool operator!=( const D3D12_HEAP_PROPERTIES& l, const D3D12_HEAP_PROPERTIES& r )
{ return !( l == r ); }
//------------------------------------------------------------------------------------------------
struct CD3DX12_HEAP_DESC : public D3D12_HEAP_DESC
{
CD3DX12_HEAP_DESC()
{}
explicit CD3DX12_HEAP_DESC(const D3D12_HEAP_DESC &o) :
D3D12_HEAP_DESC(o)
{}
CD3DX12_HEAP_DESC(
UINT64 size,
D3D12_HEAP_PROPERTIES properties,
UINT64 alignment = 0,
D3D12_HEAP_FLAGS flags = D3D12_HEAP_FLAG_NONE )
{
SizeInBytes = size;
Properties = properties;
Alignment = alignment;
Flags = flags;
}
CD3DX12_HEAP_DESC(
UINT64 size,
D3D12_HEAP_TYPE type,
UINT64 alignment = 0,
D3D12_HEAP_FLAGS flags = D3D12_HEAP_FLAG_NONE )
{
SizeInBytes = size;
Properties = CD3DX12_HEAP_PROPERTIES( type );
Alignment = alignment;
Flags = flags;
}
CD3DX12_HEAP_DESC(
UINT64 size,
D3D12_CPU_PAGE_PROPERTY cpuPageProperty,
D3D12_MEMORY_POOL memoryPoolPreference,
UINT64 alignment = 0,
D3D12_HEAP_FLAGS flags = D3D12_HEAP_FLAG_NONE )
{
SizeInBytes = size;
Properties = CD3DX12_HEAP_PROPERTIES( cpuPageProperty, memoryPoolPreference );
Alignment = alignment;
Flags = flags;
}
CD3DX12_HEAP_DESC(
const D3D12_RESOURCE_ALLOCATION_INFO& resAllocInfo,
D3D12_HEAP_PROPERTIES properties,
D3D12_HEAP_FLAGS flags = D3D12_HEAP_FLAG_NONE )
{
SizeInBytes = resAllocInfo.SizeInBytes;
Properties = properties;
Alignment = resAllocInfo.Alignment;
Flags = flags;
}
CD3DX12_HEAP_DESC(
const D3D12_RESOURCE_ALLOCATION_INFO& resAllocInfo,
D3D12_HEAP_TYPE type,
D3D12_HEAP_FLAGS flags = D3D12_HEAP_FLAG_NONE )
{
SizeInBytes = resAllocInfo.SizeInBytes;
Properties = CD3DX12_HEAP_PROPERTIES( type );
Alignment = resAllocInfo.Alignment;
Flags = flags;
}
CD3DX12_HEAP_DESC(
const D3D12_RESOURCE_ALLOCATION_INFO& resAllocInfo,
D3D12_CPU_PAGE_PROPERTY cpuPageProperty,
D3D12_MEMORY_POOL memoryPoolPreference,
D3D12_HEAP_FLAGS flags = D3D12_HEAP_FLAG_NONE )
{
SizeInBytes = resAllocInfo.SizeInBytes;
Properties = CD3DX12_HEAP_PROPERTIES( cpuPageProperty, memoryPoolPreference );
Alignment = resAllocInfo.Alignment;
Flags = flags;
}
operator const D3D12_HEAP_DESC&() const { return *this; }
bool IsCPUAccessible() const
{ return static_cast< const CD3DX12_HEAP_PROPERTIES* >( &Properties )->IsCPUAccessible(); }
};
inline bool operator==( const D3D12_HEAP_DESC& l, const D3D12_HEAP_DESC& r )
{
return l.SizeInBytes == r.SizeInBytes &&
l.Properties == r.Properties &&
l.Alignment == r.Alignment &&
l.Flags == r.Flags;
}
inline bool operator!=( const D3D12_HEAP_DESC& l, const D3D12_HEAP_DESC& r )
{ return !( l == r ); }
//------------------------------------------------------------------------------------------------
struct CD3DX12_CLEAR_VALUE : public D3D12_CLEAR_VALUE
{
CD3DX12_CLEAR_VALUE()
{}
explicit CD3DX12_CLEAR_VALUE(const D3D12_CLEAR_VALUE &o) :
D3D12_CLEAR_VALUE(o)
{}
CD3DX12_CLEAR_VALUE(
DXGI_FORMAT format,
const FLOAT color[4] )
{
Format = format;
memcpy( Color, color, sizeof( Color ) );
}
CD3DX12_CLEAR_VALUE(
DXGI_FORMAT format,
FLOAT depth,
UINT8 stencil )
{
Format = format;
/* Use memcpy to preserve NAN values */
memcpy( &DepthStencil.Depth, &depth, sizeof( depth ) );
DepthStencil.Stencil = stencil;
}
operator const D3D12_CLEAR_VALUE&() const { return *this; }
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_RANGE : public D3D12_RANGE
{
CD3DX12_RANGE()
{}
explicit CD3DX12_RANGE(const D3D12_RANGE &o) :
D3D12_RANGE(o)
{}
CD3DX12_RANGE(
SIZE_T begin,
SIZE_T end )
{
Begin = begin;
End = end;
}
operator const D3D12_RANGE&() const { return *this; }
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_SHADER_BYTECODE : public D3D12_SHADER_BYTECODE
{
CD3DX12_SHADER_BYTECODE()
{}
explicit CD3DX12_SHADER_BYTECODE(const D3D12_SHADER_BYTECODE &o) :
D3D12_SHADER_BYTECODE(o)
{}
CD3DX12_SHADER_BYTECODE(
ID3DBlob* pShaderBlob )
{
pShaderBytecode = pShaderBlob->GetBufferPointer();
BytecodeLength = pShaderBlob->GetBufferSize();
}
CD3DX12_SHADER_BYTECODE(
void* _pShaderBytecode,
SIZE_T bytecodeLength )
{
pShaderBytecode = _pShaderBytecode;
BytecodeLength = bytecodeLength;
}
operator const D3D12_SHADER_BYTECODE&() const { return *this; }
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_TILED_RESOURCE_COORDINATE : public D3D12_TILED_RESOURCE_COORDINATE
{
CD3DX12_TILED_RESOURCE_COORDINATE()
{}
explicit CD3DX12_TILED_RESOURCE_COORDINATE(const D3D12_TILED_RESOURCE_COORDINATE &o) :
D3D12_TILED_RESOURCE_COORDINATE(o)
{}
CD3DX12_TILED_RESOURCE_COORDINATE(
UINT x,
UINT y,
UINT z,
UINT subresource )
{
X = x;
Y = y;
Z = z;
Subresource = subresource;
}
operator const D3D12_TILED_RESOURCE_COORDINATE&() const { return *this; }
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_TILE_REGION_SIZE : public D3D12_TILE_REGION_SIZE
{
CD3DX12_TILE_REGION_SIZE()
{}
explicit CD3DX12_TILE_REGION_SIZE(const D3D12_TILE_REGION_SIZE &o) :
D3D12_TILE_REGION_SIZE(o)
{}
CD3DX12_TILE_REGION_SIZE(
UINT numTiles,
BOOL useBox,
UINT width,
UINT16 height,
UINT16 depth )
{
NumTiles = numTiles;
UseBox = useBox;
Width = width;
Height = height;
Depth = depth;
}
operator const D3D12_TILE_REGION_SIZE&() const { return *this; }
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_SUBRESOURCE_TILING : public D3D12_SUBRESOURCE_TILING
{
CD3DX12_SUBRESOURCE_TILING()
{}
explicit CD3DX12_SUBRESOURCE_TILING(const D3D12_SUBRESOURCE_TILING &o) :
D3D12_SUBRESOURCE_TILING(o)
{}
CD3DX12_SUBRESOURCE_TILING(
UINT widthInTiles,
UINT16 heightInTiles,
UINT16 depthInTiles,
UINT startTileIndexInOverallResource )
{
WidthInTiles = widthInTiles;
HeightInTiles = heightInTiles;
DepthInTiles = depthInTiles;
StartTileIndexInOverallResource = startTileIndexInOverallResource;
}
operator const D3D12_SUBRESOURCE_TILING&() const { return *this; }
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_TILE_SHAPE : public D3D12_TILE_SHAPE
{
CD3DX12_TILE_SHAPE()
{}
explicit CD3DX12_TILE_SHAPE(const D3D12_TILE_SHAPE &o) :
D3D12_TILE_SHAPE(o)
{}
CD3DX12_TILE_SHAPE(
UINT widthInTexels,
UINT heightInTexels,
UINT depthInTexels )
{
WidthInTexels = widthInTexels;
HeightInTexels = heightInTexels;
DepthInTexels = depthInTexels;
}
operator const D3D12_TILE_SHAPE&() const { return *this; }
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_RESOURCE_BARRIER : public D3D12_RESOURCE_BARRIER
{
CD3DX12_RESOURCE_BARRIER()
{}
explicit CD3DX12_RESOURCE_BARRIER(const D3D12_RESOURCE_BARRIER &o) :
D3D12_RESOURCE_BARRIER(o)
{}
static inline CD3DX12_RESOURCE_BARRIER Transition(
_In_ ID3D12Resource* pResource,
D3D12_RESOURCE_STATES stateBefore,
D3D12_RESOURCE_STATES stateAfter,
UINT subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES,
D3D12_RESOURCE_BARRIER_FLAGS flags = D3D12_RESOURCE_BARRIER_FLAG_NONE)
{
CD3DX12_RESOURCE_BARRIER result;
ZeroMemory(&result, sizeof(result));
D3D12_RESOURCE_BARRIER &barrier = result;
result.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
result.Flags = flags;
barrier.Transition.pResource = pResource;
barrier.Transition.StateBefore = stateBefore;
barrier.Transition.StateAfter = stateAfter;
barrier.Transition.Subresource = subresource;
return result;
}
static inline CD3DX12_RESOURCE_BARRIER Aliasing(
_In_ ID3D12Resource* pResourceBefore,
_In_ ID3D12Resource* pResourceAfter)
{
CD3DX12_RESOURCE_BARRIER result;
ZeroMemory(&result, sizeof(result));
D3D12_RESOURCE_BARRIER &barrier = result;
result.Type = D3D12_RESOURCE_BARRIER_TYPE_ALIASING;
barrier.Aliasing.pResourceBefore = pResourceBefore;
barrier.Aliasing.pResourceAfter = pResourceAfter;
return result;
}
static inline CD3DX12_RESOURCE_BARRIER UAV(
_In_ ID3D12Resource* pResource)
{
CD3DX12_RESOURCE_BARRIER result;
ZeroMemory(&result, sizeof(result));
D3D12_RESOURCE_BARRIER &barrier = result;
result.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV;
barrier.UAV.pResource = pResource;
return result;
}
operator const D3D12_RESOURCE_BARRIER&() const { return *this; }
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_PACKED_MIP_INFO : public D3D12_PACKED_MIP_INFO
{
CD3DX12_PACKED_MIP_INFO()
{}
explicit CD3DX12_PACKED_MIP_INFO(const D3D12_PACKED_MIP_INFO &o) :
D3D12_PACKED_MIP_INFO(o)
{}
CD3DX12_PACKED_MIP_INFO(
UINT8 numStandardMips,
UINT8 numPackedMips,
UINT numTilesForPackedMips,
UINT startTileIndexInOverallResource )
{
NumStandardMips = numStandardMips;
NumPackedMips = numPackedMips;
NumTilesForPackedMips = numTilesForPackedMips;
StartTileIndexInOverallResource = startTileIndexInOverallResource;
}
operator const D3D12_PACKED_MIP_INFO&() const { return *this; }
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_SUBRESOURCE_FOOTPRINT : public D3D12_SUBRESOURCE_FOOTPRINT
{
CD3DX12_SUBRESOURCE_FOOTPRINT()
{}
explicit CD3DX12_SUBRESOURCE_FOOTPRINT(const D3D12_SUBRESOURCE_FOOTPRINT &o) :
D3D12_SUBRESOURCE_FOOTPRINT(o)
{}
CD3DX12_SUBRESOURCE_FOOTPRINT(
DXGI_FORMAT format,
UINT width,
UINT height,
UINT depth,
UINT rowPitch )
{
Format = format;
Width = width;
Height = height;
Depth = depth;
RowPitch = rowPitch;
}
explicit CD3DX12_SUBRESOURCE_FOOTPRINT(
const D3D12_RESOURCE_DESC& resDesc,
UINT rowPitch )
{
Format = resDesc.Format;
Width = UINT( resDesc.Width );
Height = resDesc.Height;
Depth = (resDesc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D ? resDesc.DepthOrArraySize : 1);
RowPitch = rowPitch;
}
operator const D3D12_SUBRESOURCE_FOOTPRINT&() const { return *this; }
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_TEXTURE_COPY_LOCATION : public D3D12_TEXTURE_COPY_LOCATION
{
CD3DX12_TEXTURE_COPY_LOCATION()
{}
explicit CD3DX12_TEXTURE_COPY_LOCATION(const D3D12_TEXTURE_COPY_LOCATION &o) :
D3D12_TEXTURE_COPY_LOCATION(o)
{}
CD3DX12_TEXTURE_COPY_LOCATION(ID3D12Resource* pRes) { pResource = pRes; }
CD3DX12_TEXTURE_COPY_LOCATION(ID3D12Resource* pRes, D3D12_PLACED_SUBRESOURCE_FOOTPRINT const& Footprint)
{
pResource = pRes;
Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
PlacedFootprint = Footprint;
}
CD3DX12_TEXTURE_COPY_LOCATION(ID3D12Resource* pRes, UINT Sub)
{
pResource = pRes;
Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
SubresourceIndex = Sub;
}
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_DESCRIPTOR_RANGE : public D3D12_DESCRIPTOR_RANGE
{
CD3DX12_DESCRIPTOR_RANGE() { }
explicit CD3DX12_DESCRIPTOR_RANGE(const D3D12_DESCRIPTOR_RANGE &o) :
D3D12_DESCRIPTOR_RANGE(o)
{}
CD3DX12_DESCRIPTOR_RANGE(
D3D12_DESCRIPTOR_RANGE_TYPE rangeType,
UINT numDescriptors,
UINT baseShaderRegister,
UINT registerSpace = 0,
UINT offsetInDescriptorsFromTableStart =
D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND)
{
Init(rangeType, numDescriptors, baseShaderRegister, registerSpace, offsetInDescriptorsFromTableStart);
}
inline void Init(
D3D12_DESCRIPTOR_RANGE_TYPE rangeType,
UINT numDescriptors,
UINT baseShaderRegister,
UINT registerSpace = 0,
UINT offsetInDescriptorsFromTableStart =
D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND)
{
Init(*this, rangeType, numDescriptors, baseShaderRegister, registerSpace, offsetInDescriptorsFromTableStart);
}
static inline void Init(
_Out_ D3D12_DESCRIPTOR_RANGE &range,
D3D12_DESCRIPTOR_RANGE_TYPE rangeType,
UINT numDescriptors,
UINT baseShaderRegister,
UINT registerSpace = 0,
UINT offsetInDescriptorsFromTableStart =
D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND)
{
range.RangeType = rangeType;
range.NumDescriptors = numDescriptors;
range.BaseShaderRegister = baseShaderRegister;
range.RegisterSpace = registerSpace;
range.OffsetInDescriptorsFromTableStart = offsetInDescriptorsFromTableStart;
}
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_ROOT_DESCRIPTOR_TABLE : public D3D12_ROOT_DESCRIPTOR_TABLE
{
CD3DX12_ROOT_DESCRIPTOR_TABLE() {}
explicit CD3DX12_ROOT_DESCRIPTOR_TABLE(const D3D12_ROOT_DESCRIPTOR_TABLE &o) :
D3D12_ROOT_DESCRIPTOR_TABLE(o)
{}
CD3DX12_ROOT_DESCRIPTOR_TABLE(
UINT numDescriptorRanges,
_In_reads_opt_(numDescriptorRanges) const D3D12_DESCRIPTOR_RANGE* _pDescriptorRanges)
{
Init(numDescriptorRanges, _pDescriptorRanges);
}
inline void Init(
UINT numDescriptorRanges,
_In_reads_opt_(numDescriptorRanges) const D3D12_DESCRIPTOR_RANGE* _pDescriptorRanges)
{
Init(*this, numDescriptorRanges, _pDescriptorRanges);
}
static inline void Init(
_Out_ D3D12_ROOT_DESCRIPTOR_TABLE &rootDescriptorTable,
UINT numDescriptorRanges,
_In_reads_opt_(numDescriptorRanges) const D3D12_DESCRIPTOR_RANGE* _pDescriptorRanges)
{
rootDescriptorTable.NumDescriptorRanges = numDescriptorRanges;
rootDescriptorTable.pDescriptorRanges = _pDescriptorRanges;
}
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_ROOT_CONSTANTS : public D3D12_ROOT_CONSTANTS
{
CD3DX12_ROOT_CONSTANTS() {}
explicit CD3DX12_ROOT_CONSTANTS(const D3D12_ROOT_CONSTANTS &o) :
D3D12_ROOT_CONSTANTS(o)
{}
CD3DX12_ROOT_CONSTANTS(
UINT num32BitValues,
UINT shaderRegister,
UINT registerSpace = 0)
{
Init(num32BitValues, shaderRegister, registerSpace);
}
inline void Init(
UINT num32BitValues,
UINT shaderRegister,
UINT registerSpace = 0)
{
Init(*this, num32BitValues, shaderRegister, registerSpace);
}
static inline void Init(
_Out_ D3D12_ROOT_CONSTANTS &rootConstants,
UINT num32BitValues,
UINT shaderRegister,
UINT registerSpace = 0)
{
rootConstants.Num32BitValues = num32BitValues;
rootConstants.ShaderRegister = shaderRegister;
rootConstants.RegisterSpace = registerSpace;
}
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_ROOT_DESCRIPTOR : public D3D12_ROOT_DESCRIPTOR
{
CD3DX12_ROOT_DESCRIPTOR() {}
explicit CD3DX12_ROOT_DESCRIPTOR(const D3D12_ROOT_DESCRIPTOR &o) :
D3D12_ROOT_DESCRIPTOR(o)
{}
CD3DX12_ROOT_DESCRIPTOR(
UINT shaderRegister,
UINT registerSpace = 0)
{
Init(shaderRegister, registerSpace);
}
inline void Init(
UINT shaderRegister,
UINT registerSpace = 0)
{
Init(*this, shaderRegister, registerSpace);
}
static inline void Init(_Out_ D3D12_ROOT_DESCRIPTOR &table, UINT shaderRegister, UINT registerSpace = 0)
{
table.ShaderRegister = shaderRegister;
table.RegisterSpace = registerSpace;
}
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_ROOT_PARAMETER : public D3D12_ROOT_PARAMETER
{
CD3DX12_ROOT_PARAMETER() {}
explicit CD3DX12_ROOT_PARAMETER(const D3D12_ROOT_PARAMETER &o) :
D3D12_ROOT_PARAMETER(o)
{}
static inline void InitAsDescriptorTable(
_Out_ D3D12_ROOT_PARAMETER &rootParam,
UINT numDescriptorRanges,
_In_reads_(numDescriptorRanges) const D3D12_DESCRIPTOR_RANGE* pDescriptorRanges,
D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
{
rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
rootParam.ShaderVisibility = visibility;
CD3DX12_ROOT_DESCRIPTOR_TABLE::Init(rootParam.DescriptorTable, numDescriptorRanges, pDescriptorRanges);
}
static inline void InitAsConstants(
_Out_ D3D12_ROOT_PARAMETER &rootParam,
UINT num32BitValues,
UINT shaderRegister,
UINT registerSpace = 0,
D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
{
rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
rootParam.ShaderVisibility = visibility;
CD3DX12_ROOT_CONSTANTS::Init(rootParam.Constants, num32BitValues, shaderRegister, registerSpace);
}
static inline void InitAsConstantBufferView(
_Out_ D3D12_ROOT_PARAMETER &rootParam,
UINT shaderRegister,
UINT registerSpace = 0,
D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
{
rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
rootParam.ShaderVisibility = visibility;
CD3DX12_ROOT_DESCRIPTOR::Init(rootParam.Descriptor, shaderRegister, registerSpace);
}
static inline void InitAsShaderResourceView(
_Out_ D3D12_ROOT_PARAMETER &rootParam,
UINT shaderRegister,
UINT registerSpace = 0,
D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
{
rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_SRV;
rootParam.ShaderVisibility = visibility;
CD3DX12_ROOT_DESCRIPTOR::Init(rootParam.Descriptor, shaderRegister, registerSpace);
}
static inline void InitAsUnorderedAccessView(
_Out_ D3D12_ROOT_PARAMETER &rootParam,
UINT shaderRegister,
UINT registerSpace = 0,
D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
{
rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_UAV;
rootParam.ShaderVisibility = visibility;
CD3DX12_ROOT_DESCRIPTOR::Init(rootParam.Descriptor, shaderRegister, registerSpace);
}
inline void InitAsDescriptorTable(
UINT numDescriptorRanges,
_In_reads_(numDescriptorRanges) const D3D12_DESCRIPTOR_RANGE* pDescriptorRanges,
D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
{
InitAsDescriptorTable(*this, numDescriptorRanges, pDescriptorRanges, visibility);
}
inline void InitAsConstants(
UINT num32BitValues,
UINT shaderRegister,
UINT registerSpace = 0,
D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
{
InitAsConstants(*this, num32BitValues, shaderRegister, registerSpace, visibility);
}
inline void InitAsConstantBufferView(
UINT shaderRegister,
UINT registerSpace = 0,
D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
{
InitAsConstantBufferView(*this, shaderRegister, registerSpace, visibility);
}
inline void InitAsShaderResourceView(
UINT shaderRegister,
UINT registerSpace = 0,
D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
{
InitAsShaderResourceView(*this, shaderRegister, registerSpace, visibility);
}
inline void InitAsUnorderedAccessView(
UINT shaderRegister,
UINT registerSpace = 0,
D3D12_SHADER_VISIBILITY visibility = D3D12_SHADER_VISIBILITY_ALL)
{
InitAsUnorderedAccessView(*this, shaderRegister, registerSpace, visibility);
}
};
//------------------------------------------------------------------------------------------------
struct CD3DX12_STATIC_SAMPLER_DESC : public D3D12_STATIC_SAMPLER_DESC
{
CD3DX12_STATIC_SAMPLER_DESC() {}
explicit CD3DX12_STATIC_SAMPLER_DESC(const D3D12_STATIC_SAMPLER_DESC &o) :
D3D12_STATIC_SAMPLER_DESC(o)
{}
CD3DX12_STATIC_SAMPLER_DESC(
UINT shaderRegister,
D3D12_FILTER filter = D3D12_FILTER_ANISOTROPIC,
D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
FLOAT mipLODBias = 0,
UINT maxAnisotropy = 16,
D3D12_COMPARISON_FUNC comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL,
D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE,
FLOAT minLOD = 0.f,
FLOAT maxLOD = D3D12_FLOAT32_MAX,
D3D12_SHADER_VISIBILITY shaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
UINT registerSpace = 0)
{
Init(
shaderRegister,
filter,
addressU,
addressV,
addressW,
mipLODBias,
maxAnisotropy,
comparisonFunc,
borderColor,
minLOD,
maxLOD,
shaderVisibility,
registerSpace);
}
static inline void Init(
_Out_ D3D12_STATIC_SAMPLER_DESC &samplerDesc,
UINT shaderRegister,
D3D12_FILTER filter = D3D12_FILTER_ANISOTROPIC,
D3D12_TEXTURE_ADDRESS_MODE addressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
D3D12_TEXTURE_ADDRESS_MODE addressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
D3D12_TEXTURE_ADDRESS_MODE addressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
FLOAT mipLODBias = 0,
UINT maxAnisotropy = 16,
D3D12_COMPARISON_FUNC comparisonFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL,
D3D12_STATIC_BORDER_COLOR borderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE,
FLOAT minLOD = 0.f,
FLOAT maxLOD = D3D12_FLOAT32_MAX,
D3D12_SHADER_VISIBILITY shaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
UINT registerSpace = 0)
{
samplerDesc.ShaderRegister = shaderRegister;
samplerDesc.Filter = filter;
samplerDesc.AddressU = addressU;
samplerDesc.AddressV = addressV;
samplerDesc.AddressW = addressW;
samplerDesc.MipLODBias = mipLODBias;
samplerDesc.MaxAnisotropy = maxAnisotropy;
samplerDesc.ComparisonFunc = comparisonFunc;
samplerDesc.BorderColor = borderColor;
samplerDesc.MinLOD = minLOD;
samplerDesc.MaxLOD = maxLOD;
samplerDesc.ShaderVisibility = shaderVisibility;