Skip to content

Commit

Permalink
Some renaming
Browse files Browse the repository at this point in the history
  • Loading branch information
krupitskas committed Oct 17, 2024
1 parent 0e87783 commit 7fd05d1
Showing 1 changed file with 64 additions and 59 deletions.
123 changes: 64 additions & 59 deletions Yasno/Yasno/Yasno.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -98,11 +98,11 @@ namespace ysn
size_t bufferSize = num_elements * element_size;

const auto gpuBufferDesc = CD3DX12_RESOURCE_DESC::Buffer(bufferSize, flags);
const auto defaultHeapProperties = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT);
const auto heap_properties = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT);

// Create a committed resource for the GPU resource in a default heap.
ThrowIfFailed(device->CreateCommittedResource(
&defaultHeapProperties,
&heap_properties,
D3D12_HEAP_FLAG_NONE,
&gpuBufferDesc,
D3D12_RESOURCE_STATE_COMMON, // TODO(task): should be here
Expand Down Expand Up @@ -136,17 +136,17 @@ namespace ysn
heap_properties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heap_properties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;

D3D12_RESOURCE_DESC resourceDesc = {};
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resourceDesc.Width = GpuCamera::GetGpuSize();
resourceDesc.Height = 1;
resourceDesc.DepthOrArraySize = 1;
resourceDesc.MipLevels = 1;
resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
resourceDesc.SampleDesc = { 1, 0 };
resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
D3D12_RESOURCE_DESC resource_desc = {};
resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resource_desc.Width = GpuCamera::GetGpuSize();
resource_desc.Height = 1;
resource_desc.DepthOrArraySize = 1;
resource_desc.MipLevels = 1;
resource_desc.Format = DXGI_FORMAT_UNKNOWN;
resource_desc.SampleDesc = { 1, 0 };
resource_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;

auto hr = device->CreateCommittedResource(&heap_properties, D3D12_HEAP_FLAG_NONE, &resourceDesc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&m_camera_gpu_buffer));
auto hr = device->CreateCommittedResource(&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&m_camera_gpu_buffer));

if (hr != S_OK)
{
Expand All @@ -166,17 +166,17 @@ namespace ysn
heap_properties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heap_properties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;

D3D12_RESOURCE_DESC resourceDesc = {};
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resourceDesc.Width = GpuSceneParameters::GetGpuSize();
resourceDesc.Height = 1;
resourceDesc.DepthOrArraySize = 1;
resourceDesc.MipLevels = 1;
resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
resourceDesc.SampleDesc = { 1, 0 };
resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
D3D12_RESOURCE_DESC resource_desc = {};
resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resource_desc.Width = GpuSceneParameters::GetGpuSize();
resource_desc.Height = 1;
resource_desc.DepthOrArraySize = 1;
resource_desc.MipLevels = 1;
resource_desc.Format = DXGI_FORMAT_UNKNOWN;
resource_desc.SampleDesc = { 1, 0 };
resource_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;

auto hr = device->CreateCommittedResource(&heap_properties, D3D12_HEAP_FLAG_NONE, &resourceDesc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&m_scene_parameters_gpu_buffer));
auto hr = device->CreateCommittedResource(&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&m_scene_parameters_gpu_buffer));

if (hr != S_OK)
{
Expand Down Expand Up @@ -258,11 +258,13 @@ namespace ysn
wil::com_ptr<ID3D12GraphicsCommandList4> command_list = command_queue->GetCommandList("Load Content");

bool load_result = false;
{
LoadingParameters loading_parameters;
loading_parameters.model_modifier = XMMatrixScaling(0.01f, 0.01f, 0.01f);
load_result = LoadGltfFromFile(m_render_scene, GetVirtualFilesystemPath(L"Assets/Sponza/Sponza.gltf"), loading_parameters);
}

//{
// LoadingParameters loading_parameters;
// loading_parameters.model_modifier = XMMatrixScaling(0.01f, 0.01f, 0.01f);
// load_result = LoadGltfFromFile(m_render_scene, GetVirtualFilesystemPath(L"Assets/Sponza/Sponza.gltf"), loading_parameters);
//}

{
LoadingParameters loading_parameters;
load_result = LoadGltfFromFile(m_render_scene, GetVirtualFilesystemPath(L"Assets/DamagedHelmet/DamagedHelmet.gltf"), loading_parameters);
Expand All @@ -274,8 +276,11 @@ namespace ysn
// loading_parameters.model_modifier = XMMatrixScaling(0.01f, 0.01f, 0.01f);
// load_result = LoadGltfFromFile(m_render_scene, GetVirtualFilesystemPath(L"Assets/Bistro/Bistro.gltf"), loading_parameters);
//}

//LoadGLTFModel(&m_gltf_draw_context, GetVirtualFilesystemPath(L"Assets/Sponza_New/NewSponza_Main_glTF_002.gltf"), Application::Get().GetRenderer(), command_list);

//{
// LoadingParameters loading_parameters;
// load_result = LoadGltfFromFile(m_render_scene, GetVirtualFilesystemPath(L"Assets/Sponza_New/NewSponza_Main_glTF_002.gltf"), loading_parameters);
//}

for (auto& model : m_render_scene.models)
{
Expand Down Expand Up @@ -403,20 +408,20 @@ namespace ysn

// Resize screen dependent resources.
// Create a depth buffer.
D3D12_CLEAR_VALUE optimizedClearValue = {};
optimizedClearValue.Format = DXGI_FORMAT_D32_FLOAT;
optimizedClearValue.DepthStencil = { 1.0f, 0 };
D3D12_CLEAR_VALUE optimized_clear_valuie = {};
optimized_clear_valuie.Format = DXGI_FORMAT_D32_FLOAT;
optimized_clear_valuie.DepthStencil = { 1.0f, 0 };

const CD3DX12_HEAP_PROPERTIES defaultHeapProperties = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT);
const CD3DX12_HEAP_PROPERTIES heap_properties = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT);

const CD3DX12_RESOURCE_DESC resourceDesc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_D32_FLOAT, width, height, 1, 0, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);
const CD3DX12_RESOURCE_DESC resource_desc = CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_D32_FLOAT, width, height, 1, 0, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL);

ThrowIfFailed(device->CreateCommittedResource(
&defaultHeapProperties,
&heap_properties,
D3D12_HEAP_FLAG_NONE,
&resourceDesc,
&resource_desc,
D3D12_RESOURCE_STATE_DEPTH_WRITE,
&optimizedClearValue,
&optimized_clear_valuie,
IID_PPV_ARGS(&m_depth_buffer)));

// Update the depth-stencil view.
Expand All @@ -443,24 +448,24 @@ namespace ysn
auto device = Application::Get().GetDevice();
auto renderer = Application::Get().GetRenderer();

D3D12_CLEAR_VALUE optimizedClearValue = {};
optimizedClearValue.Format = Application::Get().GetRenderer()->GetHdrFormat();
optimizedClearValue.Color[0] = 0.0f;
optimizedClearValue.Color[1] = 0.0f;
optimizedClearValue.Color[2] = 0.0f;
optimizedClearValue.Color[3] = 0.0f;
D3D12_CLEAR_VALUE optimized_clear_valuie = {};
optimized_clear_valuie.Format = Application::Get().GetRenderer()->GetHdrFormat();
optimized_clear_valuie.Color[0] = 0.0f;
optimized_clear_valuie.Color[1] = 0.0f;
optimized_clear_valuie.Color[2] = 0.0f;
optimized_clear_valuie.Color[3] = 0.0f;

const auto defaultHeapProperties = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT);
const auto heap_properties = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT);

const auto resourceDesc = CD3DX12_RESOURCE_DESC::Tex2D(
const auto resource_desc = CD3DX12_RESOURCE_DESC::Tex2D(
Application::Get().GetRenderer()->GetHdrFormat(), width, height, 1, 0, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS);

ThrowIfFailed(device->CreateCommittedResource(
&defaultHeapProperties,
&heap_properties,
D3D12_HEAP_FLAG_NONE,
&resourceDesc,
&resource_desc,
D3D12_RESOURCE_STATE_RENDER_TARGET,
&optimizedClearValue,
&optimized_clear_valuie,
IID_PPV_ARGS(&m_scene_color_buffer)));

#ifndef YSN_RELEASE
Expand Down Expand Up @@ -498,24 +503,24 @@ namespace ysn

auto device = Application::Get().GetDevice();

D3D12_CLEAR_VALUE optimizedClearValue = {};
optimizedClearValue.Format = Application::Get().GetRenderer()->GetBackBufferFormat();
optimizedClearValue.Color[0] = 0.0f;
optimizedClearValue.Color[1] = 0.0f;
optimizedClearValue.Color[2] = 0.0f;
optimizedClearValue.Color[3] = 0.0f;
D3D12_CLEAR_VALUE optimized_clear_valuie = {};
optimized_clear_valuie.Format = Application::Get().GetRenderer()->GetBackBufferFormat();
optimized_clear_valuie.Color[0] = 0.0f;
optimized_clear_valuie.Color[1] = 0.0f;
optimized_clear_valuie.Color[2] = 0.0f;
optimized_clear_valuie.Color[3] = 0.0f;

const auto defaultHeapProperties = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT);
const auto heap_properties = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT);

const auto resourceDesc = CD3DX12_RESOURCE_DESC::Tex2D(
const auto resource_desc = CD3DX12_RESOURCE_DESC::Tex2D(
Application::Get().GetRenderer()->GetBackBufferFormat(), width, height, 1, 0, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS);

ThrowIfFailed(device->CreateCommittedResource(
&defaultHeapProperties,
&heap_properties,
D3D12_HEAP_FLAG_NONE,
&resourceDesc,
&resource_desc,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
&optimizedClearValue,
&optimized_clear_valuie,
IID_PPV_ARGS(&m_back_buffer)));

#ifndef YSN_RELEASED
Expand Down

0 comments on commit 7fd05d1

Please sign in to comment.