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C++ ComPtr::GetBufferSize方法代码示例

本文整理汇总了C++中microsoft::wrl::ComPtr::GetBufferSize方法的典型用法代码示例。如果您正苦于以下问题:C++ ComPtr::GetBufferSize方法的具体用法?C++ ComPtr::GetBufferSize怎么用?C++ ComPtr::GetBufferSize使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在microsoft::wrl::ComPtr的用法示例。


在下文中一共展示了ComPtr::GetBufferSize方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: GSRender

D3D12GSRender::D3D12GSRender()
	: GSRender(frame_type::DX12), m_d3d12_lib(), m_current_pso({})
{
	if (rpcs3::config.rsx.d3d12.debug_output.value())
	{
		Microsoft::WRL::ComPtr<ID3D12Debug> debugInterface;
		wrapD3D12GetDebugInterface(IID_PPV_ARGS(&debugInterface));
		debugInterface->EnableDebugLayer();
	}

	Microsoft::WRL::ComPtr<IDXGIFactory4> dxgi_factory;
	CHECK_HRESULT(CreateDXGIFactory(IID_PPV_ARGS(&dxgi_factory)));
	// Create adapter
	ComPtr<IDXGIAdapter> adaptater = nullptr;
	CHECK_HRESULT(dxgi_factory->EnumAdapters(rpcs3::state.config.rsx.d3d12.adaptater.value(), adaptater.GetAddressOf()));
	CHECK_HRESULT(wrapD3D12CreateDevice(adaptater.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device)));

	// Queues
	D3D12_COMMAND_QUEUE_DESC graphic_queue_desc = { D3D12_COMMAND_LIST_TYPE_DIRECT };
	CHECK_HRESULT(m_device->CreateCommandQueue(&graphic_queue_desc, IID_PPV_ARGS(m_command_queue.GetAddressOf())));

	m_descriptor_stride_srv_cbv_uav = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
	m_descriptor_stride_dsv = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
	m_descriptor_stride_rtv = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
	m_descriptor_stride_samplers = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);

	// Create swap chain and put them in a descriptor heap as rendertarget
	DXGI_SWAP_CHAIN_DESC swap_chain = {};
	swap_chain.BufferCount = 2;
	swap_chain.Windowed = true;
	swap_chain.OutputWindow = (HWND)m_frame->handle();
	swap_chain.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	swap_chain.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
	swap_chain.SampleDesc.Count = 1;
	swap_chain.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
	swap_chain.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;

	CHECK_HRESULT(dxgi_factory->CreateSwapChain(m_command_queue.Get(), &swap_chain, (IDXGISwapChain**)m_swap_chain.GetAddressOf()));
	m_swap_chain->GetBuffer(0, IID_PPV_ARGS(&m_backbuffer[0]));
	m_swap_chain->GetBuffer(1, IID_PPV_ARGS(&m_backbuffer[1]));

	D3D12_DESCRIPTOR_HEAP_DESC render_target_descriptor_heap_desc = { D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1};
	D3D12_RENDER_TARGET_VIEW_DESC renter_target_view_desc = {};
	renter_target_view_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
	renter_target_view_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	m_device->CreateDescriptorHeap(&render_target_descriptor_heap_desc, IID_PPV_ARGS(&m_backbuffer_descriptor_heap[0]));
	m_device->CreateRenderTargetView(m_backbuffer[0].Get(), &renter_target_view_desc, m_backbuffer_descriptor_heap[0]->GetCPUDescriptorHandleForHeapStart());
	m_device->CreateDescriptorHeap(&render_target_descriptor_heap_desc, IID_PPV_ARGS(&m_backbuffer_descriptor_heap[1]));
	m_device->CreateRenderTargetView(m_backbuffer[1].Get(), &renter_target_view_desc, m_backbuffer_descriptor_heap[1]->GetCPUDescriptorHandleForHeapStart());

	// Common root signatures
	for (int vertex_buffer_count = 0; vertex_buffer_count < 17; vertex_buffer_count++) // Some app (naruto ultimate ninja storm 2) uses a shader without inputs...
	{
		for (unsigned texture_count = 0; texture_count < 17; texture_count++)
		{
			CD3DX12_DESCRIPTOR_RANGE descriptorRange[] =
			{
				// Vertex buffer
				CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, vertex_buffer_count, 0),
				// Scale Offset data
				CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0),
				// Constants
				CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 2, 1),
				// Textures
				CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_count, 16),
				// Samplers
				CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, texture_count, 0),
			};
			CD3DX12_ROOT_PARAMETER RP[2];
			UINT cbv_srv_uav_descriptor_size = 4;
			if (texture_count == 0)
				cbv_srv_uav_descriptor_size -= 1;
			if (vertex_buffer_count == 0)
				cbv_srv_uav_descriptor_size -= 1;
			RP[0].InitAsDescriptorTable(cbv_srv_uav_descriptor_size, (vertex_buffer_count > 0) ? &descriptorRange[0] : &descriptorRange[1]);
			RP[1].InitAsDescriptorTable(1, &descriptorRange[4]);

			Microsoft::WRL::ComPtr<ID3DBlob> rootSignatureBlob;
			Microsoft::WRL::ComPtr<ID3DBlob> errorBlob;
			CHECK_HRESULT(wrapD3D12SerializeRootSignature(
				&CD3DX12_ROOT_SIGNATURE_DESC((texture_count > 0) ? 2 : 1, RP, 0, 0),
				D3D_ROOT_SIGNATURE_VERSION_1, &rootSignatureBlob, &errorBlob));

			m_device->CreateRootSignature(0,
				rootSignatureBlob->GetBufferPointer(),
				rootSignatureBlob->GetBufferSize(),
				IID_PPV_ARGS(m_root_signatures[texture_count][vertex_buffer_count].GetAddressOf()));
		}
	}

	m_per_frame_storage[0].init(m_device.Get());
	m_per_frame_storage[0].reset();
	m_per_frame_storage[1].init(m_device.Get());
	m_per_frame_storage[1].reset();

	init_convert_shader();
	m_output_scaling_pass.init(m_device.Get(), m_command_queue.Get());

	CHECK_HRESULT(
		m_device->CreateCommittedResource(
//.........这里部分代码省略.........
开发者ID:976717326,项目名称:rpcs3,代码行数:101,代码来源:D3D12GSRender.cpp

示例2: createShaders

bool Shader::createShaders(const Microsoft::WRL::ComPtr<ID3D11Device> &pDevice
    , const std::wstring &shaderFile, const std::string &vsFunc, const std::string &psFunc)
{
    // vertex shader
    {
        Microsoft::WRL::ComPtr<ID3DBlob> vblob;
        HRESULT hr = CompileShaderFromFile(shaderFile.c_str(), vsFunc.c_str(), "vs_4_0_level_9_1", &vblob);
        if (FAILED(hr))
            return false;
        hr = pDevice->CreateVertexShader(vblob->GetBufferPointer(), vblob->GetBufferSize(), NULL, &m_pVsh);
        if (FAILED(hr))
            return false;

        // vertex shader reflection
        Microsoft::WRL::ComPtr<ID3D11ShaderReflection> pReflector;
        hr = D3DReflect(vblob->GetBufferPointer(), vblob->GetBufferSize(), IID_ID3D11ShaderReflection, &pReflector);
        if (FAILED(hr))
            return false;

        OutputDebugPrintfA("#### VertexShader ####\n");
		if (!m_constant->Initialize(pDevice, SHADERSTAGE_VERTEX, pReflector)){
			return false;
		}

        D3D11_SHADER_DESC shaderdesc;
        pReflector->GetDesc(&shaderdesc);

        // Create InputLayout
        std::vector<D3D11_INPUT_ELEMENT_DESC> vbElement;
        for (size_t i = 0; i < shaderdesc.InputParameters; ++i){
            D3D11_SIGNATURE_PARAMETER_DESC sigdesc;
            pReflector->GetInputParameterDesc(i, &sigdesc);

            auto format = GetDxgiFormat(sigdesc.ComponentType, sigdesc.Mask);

            D3D11_INPUT_ELEMENT_DESC eledesc = {
                sigdesc.SemanticName
                , sigdesc.SemanticIndex
                , format
                , 0 // 決め打ち
                , D3D11_APPEND_ALIGNED_ELEMENT // 決め打ち
                , D3D11_INPUT_PER_VERTEX_DATA // 決め打ち
                , 0 // 決め打ち
            };
            vbElement.push_back(eledesc);
        }

        if (!vbElement.empty()){
            hr = pDevice->CreateInputLayout(&vbElement[0], vbElement.size(),
                vblob->GetBufferPointer(), vblob->GetBufferSize(), &m_pInputLayout);
            if (FAILED(hr))
                return false;
        }
    }

    // pixel shader
    {
        Microsoft::WRL::ComPtr<ID3DBlob> pblob;
        auto hr = CompileShaderFromFile(shaderFile.c_str(), psFunc.c_str(), "ps_4_0_level_9_1", &pblob);
        if (FAILED(hr))
            return false;
        hr = pDevice->CreatePixelShader(pblob->GetBufferPointer(), pblob->GetBufferSize(), NULL, &m_pPsh);
        if (FAILED(hr))
            return false;

        // pixel shader reflection
        Microsoft::WRL::ComPtr<ID3D11ShaderReflection> pReflector;
        hr = D3DReflect(pblob->GetBufferPointer(), pblob->GetBufferSize(), IID_ID3D11ShaderReflection, 
            &pReflector);
        if (FAILED(hr))
            return false;

        OutputDebugPrintfA("#### PixelShader ####\n");
		if (!m_constant->Initialize(pDevice, SHADERSTAGE_PIXEL, pReflector)){
			return false;
		}
    }

    return true;
}
开发者ID:HatsuneMiku,项目名称:MinTriangle,代码行数:80,代码来源:shader.cpp

示例3: GSRender

D3D12GSRender::D3D12GSRender()
	: GSRender(frame_type::DX12), m_D3D12Lib(), m_PSO(nullptr)
{
	m_previous_address_a = 0;
	m_previous_address_b = 0;
	m_previous_address_c = 0;
	m_previous_address_d = 0;
	m_previous_address_z = 0;
	gfxHandler = [this](u32 addr) {
		bool result = invalidateAddress(addr);
		if (result)
				LOG_WARNING(RSX, "Reporting Cell writing to %x", addr);
		return result;
	};
	if (rpcs3::config.rsx.d3d12.debug_output.value())
	{
		Microsoft::WRL::ComPtr<ID3D12Debug> debugInterface;
		wrapD3D12GetDebugInterface(IID_PPV_ARGS(&debugInterface));
		debugInterface->EnableDebugLayer();
	}

	Microsoft::WRL::ComPtr<IDXGIFactory4> dxgi_factory;
	ThrowIfFailed(CreateDXGIFactory(IID_PPV_ARGS(&dxgi_factory)));
	// Create adapter
	ComPtr<IDXGIAdapter> adaptater = nullptr;
	ThrowIfFailed(dxgi_factory->EnumAdapters(rpcs3::state.config.rsx.d3d12.adaptater.value(), adaptater.GetAddressOf()));
	ThrowIfFailed(wrapD3D12CreateDevice(adaptater.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device)));

	// Queues
	D3D12_COMMAND_QUEUE_DESC graphic_queue_desc = { D3D12_COMMAND_LIST_TYPE_DIRECT };
	ThrowIfFailed(m_device->CreateCommandQueue(&graphic_queue_desc, IID_PPV_ARGS(m_commandQueueGraphic.GetAddressOf())));

	g_descriptorStrideSRVCBVUAV = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
	g_descriptorStrideDSV = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
	g_descriptorStrideRTV = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
	g_descriptorStrideSamplers = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER);

	// Create swap chain and put them in a descriptor heap as rendertarget
	DXGI_SWAP_CHAIN_DESC swap_chain = {};
	swap_chain.BufferCount = 2;
	swap_chain.Windowed = true;
	swap_chain.OutputWindow = (HWND)m_frame->handle();
	swap_chain.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	swap_chain.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
	swap_chain.SampleDesc.Count = 1;
	swap_chain.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
	swap_chain.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;

	ThrowIfFailed(dxgi_factory->CreateSwapChain(m_commandQueueGraphic.Get(), &swap_chain, (IDXGISwapChain**)m_swapChain.GetAddressOf()));
	m_swapChain->GetBuffer(0, IID_PPV_ARGS(&m_backBuffer[0]));
	m_swapChain->GetBuffer(1, IID_PPV_ARGS(&m_backBuffer[1]));

	D3D12_DESCRIPTOR_HEAP_DESC render_target_descriptor_heap_desc = { D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1};
	D3D12_RENDER_TARGET_VIEW_DESC renter_target_view_desc = {};
	renter_target_view_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
	renter_target_view_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	m_device->CreateDescriptorHeap(&render_target_descriptor_heap_desc, IID_PPV_ARGS(&m_backbufferAsRendertarget[0]));
	m_device->CreateRenderTargetView(m_backBuffer[0].Get(), &renter_target_view_desc, m_backbufferAsRendertarget[0]->GetCPUDescriptorHandleForHeapStart());
	m_device->CreateDescriptorHeap(&render_target_descriptor_heap_desc, IID_PPV_ARGS(&m_backbufferAsRendertarget[1]));
	m_device->CreateRenderTargetView(m_backBuffer[1].Get(), &renter_target_view_desc, m_backbufferAsRendertarget[1]->GetCPUDescriptorHandleForHeapStart());

	// Common root signatures
	for (unsigned texture_count = 0; texture_count < 17; texture_count++)
	{
		CD3DX12_DESCRIPTOR_RANGE descriptorRange[] =
		{
			// Scale Offset data
			CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0),
			// Constants
			CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 2, 1),
			// Textures
			CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, texture_count, 0),
			// Samplers
			CD3DX12_DESCRIPTOR_RANGE(D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, texture_count, 0),
		};
		CD3DX12_ROOT_PARAMETER RP[2];
		RP[0].InitAsDescriptorTable((texture_count > 0) ? 3 : 2, &descriptorRange[0]);
		RP[1].InitAsDescriptorTable(1, &descriptorRange[3]);

		Microsoft::WRL::ComPtr<ID3DBlob> rootSignatureBlob;
		Microsoft::WRL::ComPtr<ID3DBlob> errorBlob;
		ThrowIfFailed(wrapD3D12SerializeRootSignature(
			&CD3DX12_ROOT_SIGNATURE_DESC((texture_count > 0) ? 2 : 1, RP, 0, 0, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT),
			D3D_ROOT_SIGNATURE_VERSION_1, &rootSignatureBlob, &errorBlob));

		m_device->CreateRootSignature(0,
			rootSignatureBlob->GetBufferPointer(),
			rootSignatureBlob->GetBufferSize(),
			IID_PPV_ARGS(m_rootSignatures[texture_count].GetAddressOf()));
	}

	m_perFrameStorage[0].init(m_device.Get());
	m_perFrameStorage[0].reset();
	m_perFrameStorage[1].init(m_device.Get());
	m_perFrameStorage[1].reset();

	initConvertShader();
	m_outputScalingPass.Init(m_device.Get(), m_commandQueueGraphic.Get());

	ThrowIfFailed(
//.........这里部分代码省略.........
开发者ID:asuperpower,项目名称:rpcs3,代码行数:101,代码来源:D3D12GSRender.cpp

示例4: CompileShaderFromFile

/// 生成する
bool D3DShader::Create(DXGIManager *pDxgi)
{
    if(m_pVsh)return true;

    auto pDevice=pDxgi->GetD3DDevice();

    // vertex shader
    {
        Microsoft::WRL::ComPtr<ID3DBlob> vblob;
        HRESULT hr = CompileShaderFromFile(m_info.path, m_info.vs
                , vblob.GetAddressOf());
        if (FAILED(hr)) return false;

        hr = pDevice->CreateVertexShader(
                vblob->GetBufferPointer(), vblob->GetBufferSize()
                , NULL, m_pVsh.ReleaseAndGetAddressOf());
        if (FAILED(hr)) return false;

        // vertex shader reflection
        Microsoft::WRL::ComPtr<ID3D11ShaderReflection> pReflector;
        hr = D3DReflect(vblob->GetBufferPointer(), vblob->GetBufferSize()
                , IID_ID3D11ShaderReflection, &pReflector);
        if (FAILED(hr)) return false;

        D3D11_SHADER_DESC shaderdesc;
        pReflector->GetDesc(&shaderdesc);

        // Create InputLayout
        std::vector<D3D11_INPUT_ELEMENT_DESC> vbElement;
        for (size_t i = 0; i < shaderdesc.InputParameters; ++i){
            D3D11_SIGNATURE_PARAMETER_DESC sigdesc;
            pReflector->GetInputParameterDesc(i, &sigdesc);

            auto format = GetDxgiFormat(sigdesc.ComponentType, sigdesc.Mask);

            D3D11_INPUT_ELEMENT_DESC eledesc = {
                sigdesc.SemanticName
                , sigdesc.SemanticIndex
                , format
                , 0 // 決め打ち
                , D3D11_APPEND_ALIGNED_ELEMENT // 決め打ち
                , D3D11_INPUT_PER_VERTEX_DATA // 決め打ち
                , 0 // 決め打ち
            };
            vbElement.push_back(eledesc);
        }

        if (!vbElement.empty()){
            hr = pDevice->CreateInputLayout(&vbElement[0], vbElement.size(),
                vblob->GetBufferPointer(), vblob->GetBufferSize(), &m_pInputLayout);
            if (FAILED(hr)) return false;
        }
    }

    // pixel shader
    {
        Microsoft::WRL::ComPtr<ID3DBlob> pblob;
        auto hr = CompileShaderFromFile(m_info.path, m_info.ps
                , pblob.GetAddressOf());
        if (FAILED(hr)) return false;

        hr = pDevice->CreatePixelShader(
                pblob->GetBufferPointer(), pblob->GetBufferSize()
                , NULL, m_pPsh.ReleaseAndGetAddressOf());
        if (FAILED(hr)) return false;
    }

    return true;
}
开发者ID:HatsuneMiku,项目名称:MinTriangle,代码行数:70,代码来源:D3DShaderResource.cpp

示例5: CreateRootSignature

void Model::CreateRootSignature()
{
	std::array<CD3DX12_ROOT_PARAMETER, 2> RootParameters;
	RootParameters[0].InitAsConstants(2 * Num32BitPerMatrix, 0, 0, D3D12_SHADER_VISIBILITY_VERTEX);
	RootParameters[1].InitAsConstants(1 * Num32BitPerMatrix, 1, 0, D3D12_SHADER_VISIBILITY_VERTEX);

	D3D12_ROOT_SIGNATURE_FLAGS RootSignatureFlags = 
		D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
		D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_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_PIXEL_SHADER_ROOT_ACCESS;

	CD3DX12_ROOT_SIGNATURE_DESC RootSignatureDesc(static_cast<UINT>(RootParameters.size()), RootParameters.data(), 0, nullptr, RootSignatureFlags);

	Microsoft::WRL::ComPtr<ID3DBlob> SerializedSignature;
	Microsoft::WRL::ComPtr<ID3DBlob> Error;

	Utility::ThrowOnFail(D3D12SerializeRootSignature(&RootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &SerializedSignature, &Error), Error);
	Utility::ThrowOnFail(DeviceContext.GetDevice()->CreateRootSignature(0, SerializedSignature->GetBufferPointer(), SerializedSignature->GetBufferSize(), IID_PPV_ARGS(&RootSignature)));
}
开发者ID:jloehr,项目名称:KinectHeadTracking,代码行数:21,代码来源:Model.cpp


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