DirectX 12 API

Create D3D12 Device

        CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart());
        // Create a RTV for each frame.
        for (UINT n = 0; n < FrameCount; n++)
        {
            ThrowIfFailed(m_swapChain->GetBuffer(n, IID_PPV_ARGS(&m_renderTargets[n])));
            m_device->CreateRenderTargetView(m_renderTargets[n].Get(), nullptr, rtvHandle);
            rtvHandle.Offset(1, m_rtvDescriptorSize);
        }
Create Command Queue
    D3D12_COMMAND_QUEUE_DESC queueDesc = {};
    queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
    queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
    ThrowIfFailed(m_device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&m_commandQueue)));
Create Swap Chain
    DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
    swapChainDesc.BufferCount = FrameCount;
    swapChainDesc.Width = m_width;
    swapChainDesc.Height = m_height;
    swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
    swapChainDesc.SampleDesc.Count = 1;
    ComPtr<IDXGISwapChain1> swapChain;
    ThrowIfFailed(factory->CreateSwapChainForHwnd(
    m_commandQueue.Get(),        // Swap chain needs the queue so that it can force a flush on it.
    Win32Application::GetHwnd(),         &swapChainDesc,          nullptr ,          nullptr ,          & swapChain         ));

Create Descriptor Heap / Render Target View
        D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
        rtvHeapDesc.NumDescriptors = FrameCount;
        rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
        rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
        ThrowIfFailed(m_device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&m_rtvHeap)));
        m_rtvDescriptorSize = m_device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
        CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart());
        // Create a RTV for each frame.
        for (UINT n = 0; n < FrameCount; n++)
        {
            ThrowIfFailed(m_swapChain->GetBuffer(n, IID_PPV_ARGS(&m_renderTargets[n])));
            m_device->CreateRenderTargetView(m_renderTargets[n].Get(), nullptr, rtvHandle);
            rtvHandle.Offset(1, m_rtvDescriptorSize);
        }
Create Command List
          ThrowIfFailed(m_device -> CreateCommandAllocator( D3D12_COMMAND_LIST_TYPE_DIRECT IID_PPV_ARGS ( & m_commandAllocator)));
    // Create the command list.
    ThrowIfFailed(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, m_commandAllocator.Get(), nullptrIID_PPV_ARGS(&m_commandList)));
    // Command lists are created in the recording state, but there is nothing
    // to record yet. The main loop expects it to be closed, so close it now.
    ThrowIfFailed(m_commandList->Close());

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转载自www.cnblogs.com/dydx/p/10970341.html