Default-initialize descriptor heaps to null (#82)
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@ -47,10 +47,10 @@ namespace d3d12 {
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struct BindGroupStateTracker {
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uint32_t cbvSrvUavDescriptorIndex = 0;
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uint32_t samplerDescriptorIndex = 0;
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DescriptorHeapHandle cbvSrvUavCPUDescriptorHeap;
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DescriptorHeapHandle samplerCPUDescriptorHeap;
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DescriptorHeapHandle cbvSrvUavGPUDescriptorHeap;
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DescriptorHeapHandle samplerGPUDescriptorHeap;
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DescriptorHeapHandle cbvSrvUavCPUDescriptorHeap = {};
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DescriptorHeapHandle samplerCPUDescriptorHeap = {};
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DescriptorHeapHandle cbvSrvUavGPUDescriptorHeap = {};
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DescriptorHeapHandle samplerGPUDescriptorHeap = {};
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std::array<BindGroup*, kMaxBindGroups> bindGroups = {};
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Device* device;
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@ -20,11 +20,12 @@
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namespace backend {
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namespace d3d12 {
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DescriptorHeapHandle::DescriptorHeapHandle() {
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DescriptorHeapHandle::DescriptorHeapHandle()
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: descriptorHeap(nullptr), sizeIncrement(0), offset(0) {
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}
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DescriptorHeapHandle::DescriptorHeapHandle(ComPtr<ID3D12DescriptorHeap> descriptorHeap, uint32_t sizeIncrement, uint32_t offset)
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: device(device), descriptorHeap(descriptorHeap), sizeIncrement(sizeIncrement), offset(offset) {
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: descriptorHeap(descriptorHeap), sizeIncrement(sizeIncrement), offset(offset) {
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}
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ID3D12DescriptorHeap* DescriptorHeapHandle::Get() const {
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@ -37,7 +37,6 @@ namespace d3d12 {
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D3D12_GPU_DESCRIPTOR_HANDLE GetGPUHandle(uint32_t index) const;
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private:
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Device* device;
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ComPtr<ID3D12DescriptorHeap> descriptorHeap;
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uint32_t sizeIncrement;
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uint32_t offset;
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@ -40,9 +40,9 @@ namespace d3d12 {
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OMSetRenderTargetArgs GetSubpassOMSetRenderTargetArgs(uint32_t subpassIndex);
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private:
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Device* device;
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DescriptorHeapHandle rtvHeap;
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DescriptorHeapHandle dsvHeap;
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Device* device = nullptr;
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DescriptorHeapHandle rtvHeap = {};
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DescriptorHeapHandle dsvHeap = {};
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// Indices into either the RTV or DSV heap, depending on texture format.
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std::vector<uint32_t> attachmentHeapIndices;
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