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GRSD3D12Sample
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GRSD3D12Sample
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2b50a20d
编写于
6月 07, 2021
作者:
GamebabyRockSun_QQ
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电子邮件补丁
差异文件
去除了示例11多线程+多显卡渲染示例中所有d3dx12.h的引用
上级
0f023258
变更
16
展开全部
显示空白变更内容
内联
并排
Showing
16 changed file
with
1863 addition
and
3485 deletion
+1863
-3485
1-D3D12Triangle/1-D3D12Trigger.cpp
1-D3D12Triangle/1-D3D12Trigger.cpp
+2
-4
10-PixelShaderTips/10-PixelShaderTips.cpp
10-PixelShaderTips/10-PixelShaderTips.cpp
+410
-203
11-MultiThreadAndAdapter/11-MultiThreadAndAdapter.cpp
11-MultiThreadAndAdapter/11-MultiThreadAndAdapter.cpp
+979
-652
11-MultiThreadAndAdapter/11-MultiThreadAndAdapter.vcxproj
11-MultiThreadAndAdapter/11-MultiThreadAndAdapter.vcxproj
+0
-6
11-MultiThreadAndAdapter/11-MultiThreadAndAdapter.vcxproj.filters
...ThreadAndAdapter/11-MultiThreadAndAdapter.vcxproj.filters
+0
-3
11-MultiThreadAndAdapter/11-MultiThreadAndAdapter_NoMultiThread.cpp
...readAndAdapter/11-MultiThreadAndAdapter_NoMultiThread.cpp
+0
-2339
14-MultiThreadShadow/14-MultiThreadShadow-noshadow.cpp
14-MultiThreadShadow/14-MultiThreadShadow-noshadow.cpp
+5
-5
2-D3D12WICTexture/2-D3D12WICTexture.cpp
2-D3D12WICTexture/2-D3D12WICTexture.cpp
+4
-6
3-PlacedTexture/3-D3D12PlacedTexture.cpp
3-PlacedTexture/3-D3D12PlacedTexture.cpp
+1
-1
4-D3D12TextureCube/4-D3D12TextureCube.cpp
4-D3D12TextureCube/4-D3D12TextureCube.cpp
+1
-1
5-SkyBox/5-SkyBox.cpp
5-SkyBox/5-SkyBox.cpp
+14
-12
6-MultiThread/6-MultiThreadWithMsgWait.cpp
6-MultiThread/6-MultiThreadWithMsgWait.cpp
+6
-6
7-D3D12MultiAdapter/7-D3D12MultiAdapter.cpp
7-D3D12MultiAdapter/7-D3D12MultiAdapter.cpp
+6
-17
8-UIRenderBase/8-UIRenderBase.cpp
8-UIRenderBase/8-UIRenderBase.cpp
+14
-7
9-D3D12RenderToTexture/9-RenderToTexture.cpp
9-D3D12RenderToTexture/9-RenderToTexture.cpp
+409
-223
Revision.md
Revision.md
+12
-0
未找到文件。
1-D3D12Triangle/1-D3D12Trigger.cpp
浏览文件 @
2b50a20d
...
...
@@ -74,10 +74,8 @@ int APIENTRY _tWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR l
UINT64
n64FenceValue
=
0u
i64
;
HANDLE
hEventFence
=
nullptr
;
D3D12_VIEWPORT
stViewPort
=
{
0.0
f
,
0.0
f
,
static_cast
<
float
>
(
iWidth
),
static_cast
<
float
>
(
iHeight
),
D3D12_MIN_DEPTH
,
D3D12_MAX_DEPTH
};
D3D12_RECT
stScissorRect
=
{
0
,
0
,
static_cast
<
LONG
>
(
iWidth
),
static_cast
<
LONG
>
(
iHeight
)
};
D3D12_VIEWPORT
stViewPort
=
{
0.0
f
,
0.0
f
,
static_cast
<
float
>
(
iWidth
),
static_cast
<
float
>
(
iHeight
),
D3D12_MIN_DEPTH
,
D3D12_MAX_DEPTH
};
D3D12_RECT
stScissorRect
=
{
0
,
0
,
static_cast
<
LONG
>
(
iWidth
),
static_cast
<
LONG
>
(
iHeight
)
};
D3D_FEATURE_LEVEL
emFeatureLevel
=
D3D_FEATURE_LEVEL_12_1
;
...
...
10-PixelShaderTips/10-PixelShaderTips.cpp
浏览文件 @
2b50a20d
此差异已折叠。
点击以展开。
11-MultiThreadAndAdapter/11-MultiThreadAndAdapter.cpp
浏览文件 @
2b50a20d
此差异已折叠。
点击以展开。
11-MultiThreadAndAdapter/11-MultiThreadAndAdapter.vcxproj
浏览文件 @
2b50a20d
...
...
@@ -148,12 +148,6 @@
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile
Include=
"..\WindowsCommons\DDSTextureLoader12.cpp"
/>
<ClCompile
Include=
"11-MultiThreadAndAdapter_NoMultiThread.cpp"
>
<ExcludedFromBuild
Condition=
"'$(Configuration)|$(Platform)'=='Debug|x64'"
>
true
</ExcludedFromBuild>
<ExcludedFromBuild
Condition=
"'$(Configuration)|$(Platform)'=='Release|x64'"
>
true
</ExcludedFromBuild>
<ExcludedFromBuild
Condition=
"'$(Configuration)|$(Platform)'=='Debug|Win32'"
>
true
</ExcludedFromBuild>
<ExcludedFromBuild
Condition=
"'$(Configuration)|$(Platform)'=='Release|Win32'"
>
true
</ExcludedFromBuild>
</ClCompile>
<ClCompile
Include=
"11-MultiThreadAndAdapter.cpp"
>
<ExcludedFromBuild
Condition=
"'$(Configuration)|$(Platform)'=='Debug|x64'"
>
false
</ExcludedFromBuild>
<ExcludedFromBuild
Condition=
"'$(Configuration)|$(Platform)'=='Release|x64'"
>
false
</ExcludedFromBuild>
...
...
11-MultiThreadAndAdapter/11-MultiThreadAndAdapter.vcxproj.filters
浏览文件 @
2b50a20d
...
...
@@ -21,9 +21,6 @@
<ClCompile
Include=
"..\WindowsCommons\DDSTextureLoader12.cpp"
>
<Filter>
源文件
</Filter>
</ClCompile>
<ClCompile
Include=
"11-MultiThreadAndAdapter_NoMultiThread.cpp"
>
<Filter>
源文件
</Filter>
</ClCompile>
<ClCompile
Include=
"11-MultiThreadAndAdapter.cpp"
>
<Filter>
源文件
</Filter>
</ClCompile>
...
...
11-MultiThreadAndAdapter/11-MultiThreadAndAdapter_NoMultiThread.cpp
已删除
100644 → 0
浏览文件 @
0f023258
此差异已折叠。
点击以展开。
14-MultiThreadShadow/14-MultiThreadShadow-noshadow.cpp
浏览文件 @
2b50a20d
此差异已折叠。
点击以展开。
2-D3D12WICTexture/2-D3D12WICTexture.cpp
浏览文件 @
2b50a20d
此差异已折叠。
点击以展开。
3-PlacedTexture/3-D3D12PlacedTexture.cpp
浏览文件 @
2b50a20d
...
...
@@ -216,7 +216,7 @@ int APIENTRY _tWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR l
UINT
nSamplerDescriptorSize
=
0
;
//采样器大小
D3D12_VIEWPORT
stViewPort
=
{
0.0
f
,
0.0
f
,
static_cast
<
float
>
(
iWidth
),
static_cast
<
float
>
(
iHeight
)
};
D3D12_VIEWPORT
stViewPort
=
{
0.0
f
,
0.0
f
,
static_cast
<
float
>
(
iWidth
),
static_cast
<
float
>
(
iHeight
)
,
D3D12_MIN_DEPTH
,
D3D12_MAX_DEPTH
};
D3D12_RECT
stScissorRect
=
{
0
,
0
,
static_cast
<
LONG
>
(
iWidth
),
static_cast
<
LONG
>
(
iHeight
)
};
ComPtr
<
IDXGIFactory5
>
pIDXGIFactory5
;
...
...
4-D3D12TextureCube/4-D3D12TextureCube.cpp
浏览文件 @
2b50a20d
...
...
@@ -234,7 +234,7 @@ int APIENTRY _tWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR l
UINT
nSamplerDescriptorSize
=
0
;
//采样器大小
D3D12_VIEWPORT
stViewPort
=
{
0.0
f
,
0.0
f
,
static_cast
<
float
>
(
iWidth
),
static_cast
<
float
>
(
iHeight
)
};
D3D12_VIEWPORT
stViewPort
=
{
0.0
f
,
0.0
f
,
static_cast
<
float
>
(
iWidth
),
static_cast
<
float
>
(
iHeight
)
,
D3D12_MIN_DEPTH
,
D3D12_MAX_DEPTH
};
D3D12_RECT
stScissorRect
=
{
0
,
0
,
static_cast
<
LONG
>
(
iWidth
),
static_cast
<
LONG
>
(
iHeight
)
};
ComPtr
<
IDXGIFactory5
>
pIDXGIFactory5
;
...
...
5-SkyBox/5-SkyBox.cpp
浏览文件 @
2b50a20d
此差异已折叠。
点击以展开。
6-MultiThread/6-MultiThreadWithMsgWait.cpp
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此差异已折叠。
点击以展开。
7-D3D12MultiAdapter/7-D3D12MultiAdapter.cpp
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此差异已折叠。
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8-UIRenderBase/8-UIRenderBase.cpp
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此差异已折叠。
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9-D3D12RenderToTexture/9-RenderToTexture.cpp
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此差异已折叠。
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Revision.md
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2b50a20d
此差异已折叠。
点击以展开。
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