Renderer/Renderer.cpp
// Load the rendering pipeline dependencies.

Load the rendering pipeline dependencies.
Load the rendering pipeline dependencies .
void Renderer::LoadPipeline()
{
    ComPtr<IDXGIFactory4> factory;
    CreateFactory(factory);
    CreateDevice(factory, m_device);
    CreateCommandQueue(m_device, m_commandQueue);
    CreateSwapChain(factory, m_swapChain, m_frameIndex);
    CreateRTVDescriptorHeap(m_device, m_rtvHeap, m_rtvDescriptorSize);
    CreateDepthStencilDescriptorHeap(m_device, m_depthStencilDescriptorHeap);
    CreateMSAARenderTarget(m_device, m_textureMSAA);
    CreateRTVs(m_device, m_rtvHeap, m_swapChain, m_rtvDescriptorSize, m_renderTargets);
    CreateDepthStencilBuffer(m_device, m_depthStencilDescriptorHeap, m_depthStencilBuffer);
    ThrowIfFailed(m_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&m_commandAllocator)));
}
void Renderer :: LoadPipeline ( ) { ComPtr < IDXGIFactory4 > factory ; CreateFactory ( factory ) ; CreateDevice ( factory , m_device ) ; CreateCommandQueue ( m_device , m_commandQueue ) ; CreateSwapChain ( factory , m_swapChain , m_frameIndex ) ; CreateRTVDescriptorHeap ( m_device , m_rtvHeap , m_rtvDescriptorSize ) ; CreateDepthStencilDescriptorHeap ( m_device , m_depthStencilDescriptorHeap ) ; CreateMSAARenderTarget ( m_device , m_textureMSAA ) ; CreateRTVs ( m_device , m_rtvHeap , m_swapChain , m_rtvDescriptorSize , m_renderTargets ) ; CreateDepthStencilBuffer ( m_device , m_depthStencilDescriptorHeap , m_depthStencilBuffer ) ; ThrowIfFailed ( m_device -> CreateCommandAllocator ( D3D12_COMMAND_LIST_TYPE_DIRECT , IID_PPV_ARGS ( & m_commandAllocator ) ) ) ; }
Load the rendering pipeline dependencies.
Load the rendering pipeline dependencies .