Loading XDKSamples/Audio/SimplePlaySound/pch.h +4 −0 Original line number Diff line number Diff line Loading @@ -41,6 +41,10 @@ #include <xaudio2.h> #include <apu.h> #include <shapexmacontext.h> #include <xma2defs.h> namespace DX { // Helper class for COM exceptions Loading XDKSamples/Graphics/AdvancedESRAM12/AdvancedESRAM12.cpp +8 −0 Original line number Diff line number Diff line Loading @@ -147,6 +147,14 @@ Sample::Sample() std::fill_n(m_esramRatios, _countof(m_esramRatios), 1.0f); } Sample::~Sample() { if (m_deviceResources) { m_deviceResources->WaitForGpu(); } } // Initialize the Direct3D resources required to run. void Sample::Initialize(IUnknown* window) { Loading XDKSamples/Graphics/AdvancedESRAM12/AdvancedESRAM12.h +1 −0 Original line number Diff line number Diff line Loading @@ -47,6 +47,7 @@ class Sample { public: Sample(); ~Sample(); // Initialization and management void Initialize(IUnknown* window); Loading XDKSamples/Graphics/AdvancedESRAM12/EsramVisualizeEffect.cpp +4 −20 Original line number Diff line number Diff line Loading @@ -22,26 +22,10 @@ namespace ATG auto shaderBlob = DX::ReadData(s_shaderFilename); // Create root signature. D3D12_ROOT_SIGNATURE_FLAGS rootSignatureFlags = D3D12_ROOT_SIGNATURE_FLAG_DENY_VERTEX_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_PIXEL_SHADER_ROOT_ACCESS; CD3DX12_DESCRIPTOR_RANGE textureUAVs(D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 1, 0); CD3DX12_ROOT_PARAMETER rootParameters[RootParameterIndex::RootParameterCount] = {}; rootParameters[RootParameterIndex::ConstantBuffer].InitAsConstantBufferView(0); rootParameters[RootParameterIndex::TextureUAV].InitAsDescriptorTable(1, &textureUAVs); CD3DX12_ROOT_SIGNATURE_DESC rsDesc = {}; rsDesc.Init(_countof(rootParameters), rootParameters, 0, nullptr, rootSignatureFlags); ComPtr<ID3DBlob> rsBlob, errorBlob; DX::ThrowIfFailed(D3D12SerializeRootSignature(&rsDesc, D3D_ROOT_SIGNATURE_VERSION_1, &rsBlob, &errorBlob)); DX::ThrowIfFailed(device->CreateRootSignature(0, rsBlob->GetBufferPointer(), rsBlob->GetBufferSize(), IID_GRAPHICS_PPV_ARGS(m_rootSignature.GetAddressOf()))); // Xbox One best practice is to use HLSL-based root signatures to support shader precompilation. DX::ThrowIfFailed( device->CreateRootSignature(0, shaderBlob.data(), shaderBlob.size(), IID_GRAPHICS_PPV_ARGS(m_rootSignature.ReleaseAndGetAddressOf()))); SetDebugObjectName(m_rootSignature.Get(), L"EsramVisualizeEffect"); Loading XDKSamples/Graphics/HLSLSymbols/HLSLSymbols.cpp +9 −15 Original line number Diff line number Diff line Loading @@ -140,7 +140,8 @@ void Sample::Render() m_primitiveBatch->Begin(commandList); m_primitiveBatch->DrawTriangle(c_vertexData[0], c_vertexData[1], c_vertexData[2]); m_primitiveBatch->End(); commandList->RSSetViewports(1, &m_deviceResources->GetScreenViewport()); auto vp = m_deviceResources->GetScreenViewport(); commandList->RSSetViewports(1, &vp); PIXEndEvent(commandList); }; Loading Loading @@ -231,23 +232,16 @@ void Sample::CreateDeviceDependentResources() m_graphicsMemory = std::make_unique<GraphicsMemory>(device); // Create an empty root signature. { CD3DX12_ROOT_SIGNATURE_DESC rootSignatureDesc; rootSignatureDesc.Init(0, nullptr, 0, nullptr, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT); // Create root signature. auto vertexShaderBlob = DX::ReadData(L"VertexShader.cso"); // Xbox One best practice is to use HLSL-based root signatures to support shader precompilation. ComPtr<ID3DBlob> signature; ComPtr<ID3DBlob> error; DX::ThrowIfFailed( D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error)); DX::ThrowIfFailed( device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), device->CreateRootSignature(0, vertexShaderBlob.data(), vertexShaderBlob.size(), IID_GRAPHICS_PPV_ARGS(m_rootSignature.ReleaseAndGetAddressOf()))); } // Create the pipeline state, which includes loading shaders. auto vertexShaderBlob = DX::ReadData(L"VertexShader.cso"); // Describe and create the graphics pipeline state object (PSO). D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {}; psoDesc.InputLayout = VertexPositionColor::InputLayout; Loading Loading
XDKSamples/Audio/SimplePlaySound/pch.h +4 −0 Original line number Diff line number Diff line Loading @@ -41,6 +41,10 @@ #include <xaudio2.h> #include <apu.h> #include <shapexmacontext.h> #include <xma2defs.h> namespace DX { // Helper class for COM exceptions Loading
XDKSamples/Graphics/AdvancedESRAM12/AdvancedESRAM12.cpp +8 −0 Original line number Diff line number Diff line Loading @@ -147,6 +147,14 @@ Sample::Sample() std::fill_n(m_esramRatios, _countof(m_esramRatios), 1.0f); } Sample::~Sample() { if (m_deviceResources) { m_deviceResources->WaitForGpu(); } } // Initialize the Direct3D resources required to run. void Sample::Initialize(IUnknown* window) { Loading
XDKSamples/Graphics/AdvancedESRAM12/AdvancedESRAM12.h +1 −0 Original line number Diff line number Diff line Loading @@ -47,6 +47,7 @@ class Sample { public: Sample(); ~Sample(); // Initialization and management void Initialize(IUnknown* window); Loading
XDKSamples/Graphics/AdvancedESRAM12/EsramVisualizeEffect.cpp +4 −20 Original line number Diff line number Diff line Loading @@ -22,26 +22,10 @@ namespace ATG auto shaderBlob = DX::ReadData(s_shaderFilename); // Create root signature. D3D12_ROOT_SIGNATURE_FLAGS rootSignatureFlags = D3D12_ROOT_SIGNATURE_FLAG_DENY_VERTEX_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_PIXEL_SHADER_ROOT_ACCESS; CD3DX12_DESCRIPTOR_RANGE textureUAVs(D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 1, 0); CD3DX12_ROOT_PARAMETER rootParameters[RootParameterIndex::RootParameterCount] = {}; rootParameters[RootParameterIndex::ConstantBuffer].InitAsConstantBufferView(0); rootParameters[RootParameterIndex::TextureUAV].InitAsDescriptorTable(1, &textureUAVs); CD3DX12_ROOT_SIGNATURE_DESC rsDesc = {}; rsDesc.Init(_countof(rootParameters), rootParameters, 0, nullptr, rootSignatureFlags); ComPtr<ID3DBlob> rsBlob, errorBlob; DX::ThrowIfFailed(D3D12SerializeRootSignature(&rsDesc, D3D_ROOT_SIGNATURE_VERSION_1, &rsBlob, &errorBlob)); DX::ThrowIfFailed(device->CreateRootSignature(0, rsBlob->GetBufferPointer(), rsBlob->GetBufferSize(), IID_GRAPHICS_PPV_ARGS(m_rootSignature.GetAddressOf()))); // Xbox One best practice is to use HLSL-based root signatures to support shader precompilation. DX::ThrowIfFailed( device->CreateRootSignature(0, shaderBlob.data(), shaderBlob.size(), IID_GRAPHICS_PPV_ARGS(m_rootSignature.ReleaseAndGetAddressOf()))); SetDebugObjectName(m_rootSignature.Get(), L"EsramVisualizeEffect"); Loading
XDKSamples/Graphics/HLSLSymbols/HLSLSymbols.cpp +9 −15 Original line number Diff line number Diff line Loading @@ -140,7 +140,8 @@ void Sample::Render() m_primitiveBatch->Begin(commandList); m_primitiveBatch->DrawTriangle(c_vertexData[0], c_vertexData[1], c_vertexData[2]); m_primitiveBatch->End(); commandList->RSSetViewports(1, &m_deviceResources->GetScreenViewport()); auto vp = m_deviceResources->GetScreenViewport(); commandList->RSSetViewports(1, &vp); PIXEndEvent(commandList); }; Loading Loading @@ -231,23 +232,16 @@ void Sample::CreateDeviceDependentResources() m_graphicsMemory = std::make_unique<GraphicsMemory>(device); // Create an empty root signature. { CD3DX12_ROOT_SIGNATURE_DESC rootSignatureDesc; rootSignatureDesc.Init(0, nullptr, 0, nullptr, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT); // Create root signature. auto vertexShaderBlob = DX::ReadData(L"VertexShader.cso"); // Xbox One best practice is to use HLSL-based root signatures to support shader precompilation. ComPtr<ID3DBlob> signature; ComPtr<ID3DBlob> error; DX::ThrowIfFailed( D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &error)); DX::ThrowIfFailed( device->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), device->CreateRootSignature(0, vertexShaderBlob.data(), vertexShaderBlob.size(), IID_GRAPHICS_PPV_ARGS(m_rootSignature.ReleaseAndGetAddressOf()))); } // Create the pipeline state, which includes loading shaders. auto vertexShaderBlob = DX::ReadData(L"VertexShader.cso"); // Describe and create the graphics pipeline state object (PSO). D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {}; psoDesc.InputLayout = VertexPositionColor::InputLayout; Loading