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621 changes: 621 additions & 0 deletions D3D12Bundles/src/D3D12Bundles.cpp

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87 changes: 87 additions & 0 deletions D3D12Bundles/src/D3D12Bundles.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.
//
//*********************************************************

#pragma once

#include "DXSample.h"
#include "StepTimer.h"
#include "FrameResource.h"
#include "SimpleCamera.h"

using namespace DirectX;
using namespace std;
using namespace Microsoft::WRL;

class D3D12Bundles : public DXSample
{
public:
D3D12Bundles(UINT width, UINT height, std::wstring name);

protected:
virtual void OnInit();
virtual void OnUpdate();
virtual void OnRender();
virtual void OnDestroy();
virtual bool OnEvent(MSG msg);

private:
static const UINT FrameCount = 3;
static const UINT CityRowCount = 10;
static const UINT CityColumnCount = 3;
static const BOOL UseBundles = true;

// Pipeline objects.
D3D12_VIEWPORT m_viewport;
ComPtr<IDXGISwapChain3> m_swapChain;
ComPtr<ID3D12Device> m_device;
ComPtr<ID3D12Resource> m_renderTargets[FrameCount];
ComPtr<ID3D12Resource> m_depthStencil;
ComPtr<ID3D12CommandAllocator> m_commandAllocator;
ComPtr<ID3D12CommandQueue> m_commandQueue;
ComPtr<ID3D12RootSignature >m_rootSignature;
ComPtr<ID3D12DescriptorHeap> m_rtvHeap;
ComPtr<ID3D12DescriptorHeap> m_cbvSrvHeap;
ComPtr<ID3D12DescriptorHeap> m_dsvHeap;
ComPtr<ID3D12DescriptorHeap> m_samplerHeap;
ComPtr<ID3D12PipelineState> m_pipelineState1;
ComPtr<ID3D12PipelineState> m_pipelineState2;
ComPtr<ID3D12GraphicsCommandList> m_commandList;
D3D12_RECT m_scissorRect;

// App resources.
UINT m_numIndices;
ComPtr<ID3D12Resource> m_vertexBuffer;
ComPtr<ID3D12Resource> m_indexBuffer;
ComPtr<ID3D12Resource> m_texture;
D3D12_VERTEX_BUFFER_VIEW m_vertexBufferView;
D3D12_INDEX_BUFFER_VIEW m_indexBufferView;
StepTimer m_timer;
UINT m_cbvSrvDescriptorSize;
UINT m_rtvDescriptorSize;
SimpleCamera m_camera;

// Frame resources.
vector<FrameResource*> m_frameResources;
FrameResource* m_pCurrentFrameResource;
UINT m_currentFrameResourceIndex;

// Synchronization objects.
UINT m_frameIndex;
UINT m_frameCounter;
HANDLE m_fenceEvent;
ComPtr<ID3D12Fence> m_fence;
UINT64 m_fenceValue;

void LoadPipeline();
void LoadAssets();
void CreateFrameResources();
void PopulateCommandList(FrameResource* pFrameResource);
};
23 changes: 23 additions & 0 deletions D3D12Bundles/src/D3D12Bundles.sln
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163 changes: 163 additions & 0 deletions D3D12Bundles/src/D3D12Bundles.vcxproj
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91 changes: 91 additions & 0 deletions D3D12Bundles/src/D3D12Bundles.vcxproj.filters
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