slot 0.0.1
A real time UI render framework
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DX12TextureManager.h
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1#pragma once
2
3#include "DX12Common.h"
6#include "d3d12.h"
7
8#include <unordered_map>
9#include <vector>
10
11namespace z8 {
12
16 unsigned DescriptorSize = 0;
17 std::unordered_map<ResourceRef<BaseTexture>, uint32_t,
19 std::vector<ComPtr<ID3D12Resource>> Resources;
20 // 上传缓冲至少保留到初始化命令执行并同步,避免 CopyTextureRegion 读取失效内存。
21 std::vector<ComPtr<ID3D12Resource>> Uploads;
22
23public:
25
27 void Bind() const;
32 void Init();
33};
34
35} // namespace z8
Definition DX12Common.h:35
Definition DX12Render.h:33
Definition DX12TextureManager.h:14
D3D12_GPU_DESCRIPTOR_HANDLE GetGPUDescriptor(ResourceRef< BaseTexture > texture) const
Definition DX12TextureManager.cpp:20
unsigned DescriptorSize
Definition DX12TextureManager.h:16
void Init()
Definition DX12TextureManager.cpp:29
DX12TextureManager(DX12Render *render)
Definition DX12TextureManager.cpp:11
void Bind() const
Definition DX12TextureManager.cpp:14
std::vector< ComPtr< ID3D12Resource > > Resources
Definition DX12TextureManager.h:19
std::unordered_map< ResourceRef< BaseTexture >, uint32_t, ResourceRefHash< BaseTexture > > Indices
Definition DX12TextureManager.h:18
ComPtr< ID3D12DescriptorHeap > DescriptorHeap
Definition DX12TextureManager.h:15
std::vector< ComPtr< ID3D12Resource > > Uploads
Definition DX12TextureManager.h:21
资源的强类型引用,同时覆盖持久化 ID 与运行时索引两种边界。
Definition ResourceRef.h:36
世界矩阵 描述坐标系,左手坐标系 使用 DirectX12 坐标系的描述
Definition Application.h:15