mirror of
https://github.com/optiscaler/OptiScaler.git
synced 2026-10-24 04:32:04 +00:00
245 lines
7.7 KiB
C++
245 lines
7.7 KiB
C++
#include "Imgui_Dx12.h"
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#include "../d3dx/d3dx12.h"
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#include "imgui/imgui_impl_dx12.h"
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long frameCounter = 0;
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bool Imgui_Dx12::Render(ID3D12GraphicsCommandList* pCmdList, ID3D12Resource* outTexture)
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{
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if (pCmdList == nullptr || outTexture == nullptr)
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return false;
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frameCounter++;
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if (!IsVisible())
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return true;
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auto outDesc = outTexture->GetDesc();
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CreateRenderTarget(outDesc);
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if (!_dx12Init && ImGui::GetIO().BackendRendererUserData == nullptr)
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_dx12Init = ImGui_ImplDX12_Init(_device, 2, outDesc.Format, _srvDescHeap, _srvDescHeap->GetCPUDescriptorHandleForHeapStart(), _srvDescHeap->GetGPUDescriptorHandleForHeapStart());
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if (!_dx12Init)
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return false;
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frameCounter++;
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auto backbuf = frameCounter % 2;
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ImGui_ImplDX12_NewFrame();
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D3D12_RENDER_TARGET_VIEW_DESC rtDesc = { };
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rtDesc.Format = outDesc.Format;
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rtDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
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if ((outDesc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET) > 0)
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{
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D3D12_RESOURCE_BARRIER outBarrier = { };
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outBarrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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outBarrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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outBarrier.Transition.pResource = outTexture;
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outBarrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
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outBarrier.Transition.StateBefore = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
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outBarrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
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pCmdList->ResourceBarrier(1, &outBarrier);
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// Create RTV for out
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pCmdList->SetDescriptorHeaps(1, &_srvDescHeap);
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_device->CreateRenderTargetView(outTexture, &rtDesc, _renderTargetDescriptor[backbuf]);
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pCmdList->OMSetRenderTargets(1, &_renderTargetDescriptor[backbuf], FALSE, NULL);
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// Render
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Imgui_Base::RenderMenu();
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ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), pCmdList);
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outBarrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
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outBarrier.Transition.StateAfter = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
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pCmdList->ResourceBarrier(1, &outBarrier);
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return true;
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}
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D3D12_RESOURCE_BARRIER outBarrier = { };
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outBarrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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outBarrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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outBarrier.Transition.pResource = outTexture;
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outBarrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
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outBarrier.Transition.StateBefore = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
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outBarrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE;
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D3D12_RESOURCE_BARRIER bufferBarrier = { };
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bufferBarrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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bufferBarrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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bufferBarrier.Transition.pResource = _renderTargetResource[backbuf];
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bufferBarrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
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bufferBarrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
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bufferBarrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
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D3D12_RESOURCE_BARRIER barriers[] = { bufferBarrier, outBarrier };
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pCmdList->ResourceBarrier(2, barriers);
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// Copy out to buffer
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pCmdList->CopyResource(_renderTargetResource[backbuf], outTexture);
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// Set as render target
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bufferBarrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
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bufferBarrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
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pCmdList->ResourceBarrier(1, &bufferBarrier);
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// Create RTV for buffer
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pCmdList->SetDescriptorHeaps(1, &_srvDescHeap);
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_device->CreateRenderTargetView(_renderTargetResource[backbuf], &rtDesc, _renderTargetDescriptor[backbuf]);
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pCmdList->OMSetRenderTargets(1, &_renderTargetDescriptor[backbuf], FALSE, nullptr);
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// Render to buffer
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Imgui_Base::RenderMenu();
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ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), pCmdList);
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outBarrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_SOURCE;
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outBarrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
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bufferBarrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
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bufferBarrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE;
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pCmdList->ResourceBarrier(2, barriers);
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// Copy back buffer to out
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pCmdList->CopyResource(outTexture, _renderTargetResource[backbuf]);
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// fix states
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bufferBarrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_SOURCE;
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bufferBarrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
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outBarrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
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outBarrier.Transition.StateAfter = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
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pCmdList->ResourceBarrier(2, barriers);
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return true;
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}
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Imgui_Dx12::Imgui_Dx12(HWND handle, ID3D12Device* pDevice) : Imgui_Base(handle), _device(pDevice)
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{
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D3D12_DESCRIPTOR_HEAP_DESC rtvDesc = { };
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rtvDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
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rtvDesc.NumDescriptors = 2;
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rtvDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
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rtvDesc.NodeMask = 1;
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if (pDevice->CreateDescriptorHeap(&rtvDesc, IID_PPV_ARGS(&_rtvDescHeap)) != S_OK)
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return;
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_rtvDescHeap->SetName(L"Imgui_Dx12_rtvHeap");
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SIZE_T rtvDescriptorSize = pDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
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D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = _rtvDescHeap->GetCPUDescriptorHandleForHeapStart();
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for (UINT i = 0; i < 2; ++i) {
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_renderTargetDescriptor[i] = rtvHandle;
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rtvHandle.ptr += rtvDescriptorSize;
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}
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D3D12_DESCRIPTOR_HEAP_DESC srvDesc = { };
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srvDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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srvDesc.NumDescriptors = 1;
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srvDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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if (pDevice->CreateDescriptorHeap(&srvDesc, IID_PPV_ARGS(&_srvDescHeap)) != S_OK)
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return;
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_srvDescHeap->SetName(L"Imgui_Dx12_srvDescHeap");
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}
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Imgui_Dx12::~Imgui_Dx12()
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{
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if (!_dx12Init)
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return;
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ID3D12Fence* d3d12Fence;
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_device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&d3d12Fence));
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d3d12Fence->Signal(999);
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auto fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
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if (d3d12Fence->SetEventOnCompletion(999, fenceEvent) == S_OK)
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{
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WaitForSingleObject(fenceEvent, INFINITE);
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CloseHandle(fenceEvent);
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}
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d3d12Fence->Release();
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std::this_thread::sleep_for(std::chrono::milliseconds(250));
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ImGui::SetCurrentContext(context);
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ImGui_ImplDX12_Shutdown();
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if (auto currCtx = ImGui::GetCurrentContext(); currCtx != nullptr && context != currCtx)
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ImGui::SetCurrentContext(currCtx);
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// hackzor
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std::this_thread::sleep_for(std::chrono::milliseconds(250));
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if (_rtvDescHeap)
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{
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_rtvDescHeap->Release();
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_rtvDescHeap = nullptr;
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}
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if (_srvDescHeap)
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{
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_srvDescHeap->Release();
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_srvDescHeap = nullptr;
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}
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if (_renderTargetResource[0])
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{
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_renderTargetResource[0]->Release();
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_renderTargetResource[0] = nullptr;
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}
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if (_renderTargetResource[1])
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{
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_renderTargetResource[1]->Release();
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_renderTargetResource[1] = nullptr;
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}
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}
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void Imgui_Dx12::CreateRenderTarget(const D3D12_RESOURCE_DESC& InDesc)
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{
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for (UINT i = 0; i < 2; ++i) {
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D3D12_RESOURCE_DESC desc = {};
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desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
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desc.Width = InDesc.Width;
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desc.Height = InDesc.Height;
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desc.DepthOrArraySize = 1;
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desc.MipLevels = 1;
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desc.Format = InDesc.Format;
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
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desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
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D3D12_HEAP_PROPERTIES heapProps = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT);
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ID3D12Resource* renderTarget;
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auto result = _device->CreateCommittedResource(&heapProps, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_RENDER_TARGET, nullptr, IID_PPV_ARGS(&renderTarget));
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if (result == S_OK) {
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renderTarget->SetName(L"Imgui_Dx12_renderTarget");
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D3D12_RENDER_TARGET_VIEW_DESC rtDesc = { };
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rtDesc.Format = InDesc.Format;
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rtDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
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_device->CreateRenderTargetView(renderTarget, &rtDesc, _renderTargetDescriptor[i]);
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_renderTargetResource[i] = renderTarget;
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}
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}
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} |