*(Desktop)
Its nice to see these have been sort of recently updated since last I looked at DirectX.
Might I suggest this as a hold over for the ('&' required l-value) until someone gets back at the examples.
template <class T>
constexpr auto& lvalue(T&& value) noexcept {
return value;
}
void D3D12HelloWindow::PopulateCommandList()
{
// Command list allocators can only be reset when the associated
// command lists have finished execution on the GPU; apps should use
// fences to determine GPU execution progress.
ThrowIfFailed(m_commandAllocator->Reset());
// However, when ExecuteCommandList() is called on a particular command
// list, that command list can then be reset at any time and must be before
// re-recording.
ThrowIfFailed(m_commandList->Reset(m_commandAllocator.Get(), m_pipelineState.Get()));
// Indicate that the back buffer will be used as a render target.
m_commandList->ResourceBarrier(1, &lvalue(CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_frameIndex].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET)));
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(m_rtvHeap->GetCPUDescriptorHandleForHeapStart(), m_frameIndex, m_rtvDescriptorSize);
// Record commands.
const float clearColor[] = { 0.0f, 0.2f, 0.4f, 1.0f };
m_commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
// Indicate that the back buffer will now be used to present.
m_commandList->ResourceBarrier(1, &lvalue(CD3DX12_RESOURCE_BARRIER::Transition(m_renderTargets[m_frameIndex].Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT)));
ThrowIfFailed(m_commandList->Close());
}
*(Desktop) Its nice to see these have been sort of recently updated since last I looked at DirectX. Might I suggest this as a hold over for the ('&' required l-value) until someone gets back at the examples.