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o3de/Code/CryEngine/RenderDll/XRenderD3D9/DX12/API/DX12DescriptorHeap.cpp

57 lines
1.8 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
// Original file Copyright Crytek GMBH or its affiliates, used under license.
#include "RenderDll_precompiled.h"
#include "DX12DescriptorHeap.hpp"
namespace DX12
{
DescriptorHeap::DescriptorHeap(Device* device)
: DeviceObject(device)
{
}
DescriptorHeap::~DescriptorHeap()
{
}
bool DescriptorHeap::Init(const D3D12_DESCRIPTOR_HEAP_DESC& desc)
{
if (!IsInitialized())
{
ID3D12DescriptorHeap* heap;
GetDevice()->GetD3D12Device()->CreateDescriptorHeap(&desc, IID_GRAPHICS_PPV_ARGS(&heap));
m_pDescriptorHeap = heap;
heap->Release();
m_Desc12 = m_pDescriptorHeap->GetDesc();
m_HeapStartCPU = m_pDescriptorHeap->GetCPUDescriptorHandleForHeapStart();
m_HeapStartGPU = m_pDescriptorHeap->GetGPUDescriptorHandleForHeapStart();
m_DescSize = GetDevice()->GetD3D12Device()->GetDescriptorHandleIncrementSize(m_Desc12.Type);
IsInitialized(true);
}
Reset();
return true;
}
DescriptorBlock::DescriptorBlock(const SDescriptorBlock& block)
{
m_pDescriptorHeap = reinterpret_cast<DescriptorHeap*>(block.pBuffer);
m_BlockStart = block.offset;
m_Capacity = block.size;
m_Cursor = 0;
}
}