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BufferHelpers
DirectXTK |
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Helpers functions for creating Direct3D resources from CPU data.
#include <BufferHelpers.h>
The CreateStaticBuffer helper is used to create Direct3D buffer type resources such as vertex buffers or index buffers.
HRESULT CreateStaticBuffer(ID3D12Device* device,
ResourceUploadBatch& resourceUpload,
const void* ptr, size_t count, size_t stride,
D3D12_RESOURCE_STATES afterState,
ID3D12Resource** pBuffer,
D3D12_RESOURCE_FLAGS resFlags = D3D12_RESOURCE_FLAG_NONE);
template<typename T>
HRESULT CreateStaticBuffer(ID3D12Device* device,
ResourceUploadBatch& resourceUpload,
T const* data, size_t count,
D3D12_RESOURCE_STATES afterState,
ID3D12Resource** pBuffer,
D3D12_RESOURCE_FLAGS resFlags = D3D12_RESOURCE_FLAG_NONE);
template<typename T>
HRESULT CreateStaticBuffer(ID3D12Device* device,
ResourceUploadBatch& resourceUpload,
T const& data,
D3D12_RESOURCE_STATES afterState,
ID3D12Resource** pBuffer,
D3D12_RESOURCE_FLAGS resFlags = D3D12_RESOURCE_FLAG_NONE);
These all make use of the ResourceUploadBatch to handle the transfer of the data to video memory via an upload heap.
ResourceUploadBatch resourceUpload(device);
resourceUpload.Begin();
static const VertexPositionColor s_vertexData[3] =
{
{ XMFLOAT3{ 0.0f, 0.5f, 0.5f }, XMFLOAT4{ 1.0f, 0.0f, 0.0f, 1.0f } }, // Top / Red
{ XMFLOAT3{ 0.5f, -0.5f, 0.5f }, XMFLOAT4{ 0.0f, 1.0f, 0.0f, 1.0f } }, // Right / Green
{ XMFLOAT3{ -0.5f, -0.5f, 0.5f }, XMFLOAT4{ 0.0f, 0.0f, 1.0f, 1.0f } } // Left / Blue
};
ComPtr<ID3D12Resource> vb;
DX::ThrowIfFailed(
CreateStaticBuffer(device, resourceUpload,
s_vertexData, // const void *ptr
std:size(s_vertexData), // size_t count
sizeof(VertexPositionColor), // size_t stride
D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER, &vb)
);
auto uploadResourcesFinished = resourceUpload.End(m_deviceResources->GetCommandQueue());
uploadResourcesFinished.wait();
When creating from an array using VertexTypes, a template simplifies this to:
ComPtr<ID3D12Resource> vb;
DX::ThrowIfFailed(
CreateStaticBuffer(device, resourceUpload,
s_vertexData, std::size(s_vertexData),
D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER, &vb)
);
Finally, you can create from C++ containers like std::vector
:
std::vector<uint16_t> indices;
...
ComPtr<ID3D12Resource> ib;
DX::ThrowIfFailed(
CreateStaticBuffer(device, resourceUpload, indices, D3D12_RESOURCE_STATE_INDEX_BUFFER, &ib)
);
See Model for creating vertex buffers/index buffers from disk files.
For many common upload scenarios, the ResourceUploadBatch is a useful abstraction for managing an upload heap and resource copies. For direct creation of a resource in a upload heap, you can make use of CreateUploadBuffer.
HRESULT CreateUploadBuffer(ID3D12Device* device,
const void* ptr,
size_t count,
size_t stride,
ID3D12Resource** pBuffer,
D3D12_RESOURCE_FLAGS resFlags = D3D12_RESOURCE_FLAG_NONE);
template<typename T>
HRESULT CreateUploadBuffer(ID3D12Device* device,
T const* data,
size_t count,
ID3D12Resource** pBuffer,
D3D12_RESOURCE_FLAGS resFlags = D3D12_RESOURCE_FLAG_NONE);
template<typename T>
HRESULT CreateUploadBuffer(ID3D12Device* device,
T const& data,
ID3D12Resource** pBuffer,
D3D12_RESOURCE_FLAGS resFlags = D3D12_RESOURCE_FLAG_NONE);
There is no
initialState
parameter since the only valid state for upload buffers isD3D12_RESOURCE_STATE_GENERIC_READ
The CreateTextureFromMemory helpers can be used to create Direct3D 1D, 2D, or 3D texture resources. For the 2D version, you can enable auto-generation of mipmaps.
HRESULT CreateTextureFromMemory(ID3D12Device* device,
ResourceUploadBatch& resourceUpload,
size_t width,
DXGI_FORMAT format,
const D3D12_SUBRESOURCE_DATA& initData,
ID3D12Resource** texture,
D3D12_RESOURCE_STATES afterState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
D3D12_RESOURCE_FLAGS resFlags = D3D12_RESOURCE_FLAG_NONE);
HRESULT CreateTextureFromMemory(ID3D12Device* device,
ResourceUploadBatch& resourceUpload,
size_t width, size_t height,
DXGI_FORMAT format,
const D3D12_SUBRESOURCE_DATA& initData,
ID3D12Resource** texture,
bool generateMips = false,
D3D12_RESOURCE_STATES afterState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
D3D12_RESOURCE_FLAGS resFlags = D3D12_RESOURCE_FLAG_NONE);
HRESULT CreateTextureFromMemory(ID3D12Device* device,
ResourceUploadBatch& resourceUpload,
size_t width, size_t height, size_t depth,
DXGI_FORMAT format,
const D3D12_SUBRESOURCE_DATA& initData,
ID3D12Resource** texture,
D3D12_RESOURCE_STATES afterState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
D3D12_RESOURCE_FLAGS resFlags = D3D12_RESOURCE_FLAG_NONE);
To create a 'default' texture (i.e. a 1x1 white pixel):
ResourceUploadBatch resourceUpload(device);
resourceUpload.Begin();
const uint32_t s_pixel = 0xffffffff;
D3D12_SUBRESOURCE_DATA initData = { &s_pixel, sizeof(uint32_t), 0 };
ComPtr<ID3D12Resource> defaultTex;
DX::ThrowIfFailed(
CreateTextureFromMemory(device, resourceUpload,
1u, 1u, DXGI_FORMAT_R8G8B8A8_UNORM, initData,
&defaultTex)
);
auto uploadResourcesFinished = resourceUpload.End(m_deviceResources->GetCommandQueue());
uploadResourcesFinished.wait();
CreateShaderResourceView(device, defaultTex.Get(), /*cpuDescriptor*/ );
See DDSTextureLoader and WICTextureLoader for creating textures from disk files.
When creating a texture or loading it from disk, you can specify the D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS
resource flag to enable usage as a UAV. For creating an uninitialized UAV buffer resource, you can make use of CreateUAVBuffer.
HRESULT CreateUAVBuffer(ID3D12Device* device,
uint64_t bufferSize,
ID3D12Resource** pBuffer,
D3D12_RESOURCE_STATES initialState = D3D12_RESOURCE_STATE_COMMON,
D3D12_RESOURCE_FLAGS additionalResFlags = D3D12_RESOURCE_FLAG_NONE);
All content and source code for this package are subject to the terms of the MIT License.
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments.
- Universal Windows Platform apps
- Windows desktop apps
- Windows 11
- Windows 10
- Xbox One
- Xbox Series X|S
- x86
- x64
- ARM64
- Visual Studio 2022
- Visual Studio 2019 (16.11)
- clang/LLVM v12 - v18
- MinGW 12.2, 13.2
- CMake 3.20