D3D12 Resource
The D3D12Resource is the fundamental class used to represent a memory buffer or a shader resource in a D3D12 pipeline. It provides an interface to manage the memory associated with these objects and to perform various operations, such as allocation, deallocation, and synchronization.
Purpose
A D3D12Resource represents a specific piece of memory allocated within the D3D12 graphics API. This could be used for storing vertex data, constant buffers, texture data, or any other data required for rendering or computation.
Key Concepts
- Memory Management:
D3D12Resourceis responsible for allocating and deallocating memory within the D3D12 device. - Synchronization: Synchronization primitives (e.g.,
D3D12_CPU_SIGNALS) are used to ensure that data is accessible and consistent between the CPU and the GPU. - Resource Types: Different
D3D12Resourcetypes exist to accommodate various data usage scenarios.
Resource Types
There are several resource types that you can use with D3D12Resource. Some common types include:
- D3D12_RESOURCE_INPUT_TYPE: Used for input attachments (e.g., for render targets).
- D3D12_RESOURCE_OUTPUT_TYPE: Used for output attachments (e.g., for framebuffers).
- D3D12_RESOURCE_BARRIER_TYPE: Used to establish memory barriers for synchronization.
#include <d3d12.h>
// Example code snippet (simplified)
D3D12_BUFFER_DESC bufferDesc;
D3D12_HEAP_DESC heapDesc;
D3D12_RESOURCE_DESC resourceDesc;
D3D12_SUBRESOURCE_HANDLES subresourceHandles;
// ... (Initialization code) ...
resourceDesc.Usage = D3D12_USAGE_DEFAULT;
resourceDesc.Width = 1024;
resourceDesc.Height = 1024;
resourceDesc.Format = D3D12_FORMAT_R16G16B16A16;
resourceDesc.ByteWidth = 4096; // Assuming 4 bytes per component
resourceDesc.Flags = D3D12_RESOURCE_BINDING_FLAG;
// ... (Allocation and Initialization) ...
// Example of synchronization (using a resource barrier)
D3D12_CPU_SIGNALS signals;
signals.EnqueueBarriers(1, &barriers); // Assuming 'barriers' is defined elsewhere
This is a basic example to illustrate the usage of a D3D12Resource. The actual implementation will vary depending on your specific needs.