//////////////////////////////////////////////////////////////////////////////
//
//  Copyright (C) Microsoft Corporation.  All Rights Reserved.
//
//  File:       d3dx12.h
//  Content:    D3DX12 utility library
//
//////////////////////////////////////////////////////////////////////////////

#ifndef __D3DX12_H__
#define __D3DX12_H__

#include "d3d12.h"

#if defined(__cplusplus)

struct CD3DX12_DEFAULT
{};
extern const DECLSPEC_SELECTANY CD3DX12_DEFAULT D3D12_DEFAULT;

//------------------------------------------------------------------------------------------------
inline bool operator==(const D3D12_VIEWPORT& l, const D3D12_VIEWPORT& r)
{
    return l.TopLeftX == r.TopLeftX && l.TopLeftY == r.TopLeftY && l.Width == r.Width &&
        l.Height == r.Height && l.MinDepth == r.MinDepth && l.MaxDepth == r.MaxDepth;
}

//------------------------------------------------------------------------------------------------
inline bool operator!=(const D3D12_VIEWPORT& l, const D3D12_VIEWPORT& r)
{
    return !(l == r);
}

//------------------------------------------------------------------------------------------------
struct CD3DX12_RECT : public D3D12_RECT
{
    CD3DX12_RECT()
    {}
    explicit CD3DX12_RECT(const D3D12_RECT& o) :
        D3D12_RECT(o)
    {}
    explicit CD3DX12_RECT(
        LONG Left,
        LONG Top,
        LONG Right,
        LONG Bottom)
    {
        left   = Left;
        top    = Top;
        right  = Right;
        bottom = Bottom;
    }
    ~CD3DX12_RECT() {}
    operator const D3D12_RECT&() const { return *this; }
};

//------------------------------------------------------------------------------------------------
struct CD3DX12_BOX : public D3D12_BOX
{
    CD3DX12_BOX()
    {}
    explicit CD3DX12_BOX(const D3D12_BOX& o) :
        D3D12_BOX(o)
    {}
    explicit CD3DX12_BOX(
        LONG Left,
        LONG Right)
    {
        left   = Left;
        top    = 0;
        front  = 0;
        right  = Right;
        bottom = 1;
        back   = 1;
    }
    explicit CD3DX12_BOX(
        LONG Left,
        LONG Top,
        LONG Right,
        LONG Bottom)
    {
        left   = Left;
        top    = Top;
        front  = 0;
        right  = Right;
        bottom = Bottom;
        back   = 1;
    }
    explicit CD3DX12_BOX(
        LONG Left,
        LONG Top,
        LONG Front,
        LONG Right,
        LONG Bottom,
        LONG Back)
    {
        left   = Left;
        top    = Top;
        front  = Front;
        right  = Right;
        bottom = Bottom;
        back   = Back;
    }
    ~CD3DX12_BOX() {}
    operator const D3D12_BOX&() const { return *this; }
};
inline bool operator==(const D3D12_BOX& l, const D3D12_BOX& r)
{
    return l.left == r.left && l.top == r.top && l.front == r.front &&
        l.right == r.right && l.bottom == r.bottom && l.back == r.back;
}
inline bool operator!=(const D3D12_BOX& l, const D3D12_BOX& r)
{
    return !(l == r);
}

//------------------------------------------------------------------------------------------------
struct CD3DX12_DEPTH_STENCIL_DESC : public D3D12_DEPTH_STENCIL_DESC
{
    CD3DX12_DEPTH_STENCIL_DESC()
    {}
    explicit CD3DX12_DEPTH_STENCIL_DESC(const D3D12_DEPTH_STENCIL_DESC& o) :
        D3D12_DEPTH_STENCIL_DESC(o)
    {}
    explicit CD3DX12_DEPTH_STENCIL_DESC(CD3DX12_DEFAULT)
    {
        DepthEnable      = TRUE;
        DepthWriteMask   = D3D12_DEPTH_WRITE_MASK_ALL;
        DepthFunc        = D3D12_COMPARISON_FUNC_LESS;
        StencilEnable    = FALSE;
        StencilReadMask  = D3D12_DEFAULT_STENCIL_READ_MASK;
        StencilWriteMask = D3D12_DEFAULT_STENCIL_WRITE_MASK;
        const D3D12_DEPTH_STENCILOP_DESC defaultStencilOp =
            {D3D12_STENCIL_OP_KEEP, D3D12_STENCIL_OP_KEEP, D3D12_STENCIL_OP_KEEP, D3D12_COMPARISON_FUNC_ALWAYS};
        FrontFace = defaultStencilOp;
        BackFace  = defaultStencilOp;
    }
    explicit CD3DX12_DEPTH_STENCIL_DESC(
        BOOL                   depthEnable,
        D3D12_DEPTH_WRITE_MASK depthWriteMask,
        D3D12_COMPARISON_FUNC  depthFunc,
        BOOL                   stencilEnable,
        UINT8                  stencilReadMask,
        UINT8                  stencilWriteMask,
        D3D12_STENCIL_OP       frontStencilFailOp,
        D3D12_STENCIL_OP       frontStencilDepthFailOp,
        D3D12_STENCIL_OP       frontStencilPassOp,
        D3D12_COMPARISON_FUNC  frontStencilFunc,
        D3D12_STENCIL_OP       backStencilFailOp,
        D3D12_STENCIL_OP       backStencilDepthFailOp,
        D3D12_STENCIL_OP       backStencilPassOp,
        D3D12_COMPARISON_FUNC  backStencilFunc)
    {
        DepthEnable                  = depthEnable;
        DepthWriteMask               = depthWriteMask;
        DepthFunc                    = depthFunc;
        StencilEnable                = stencilEnable;
        StencilReadMask              = stencilReadMask;
        StencilWriteMask             = stencilWriteMask;
        FrontFace.StencilFailOp      = frontStencilFailOp;
        FrontFace.StencilDepthFailOp = frontStencilDepthFailOp;
        FrontFace.StencilPassOp      = frontStencilPassOp;
        FrontFace.StencilFunc        = frontStencilFunc;
        BackFace.StencilFailOp       = backStencilFailOp;
        BackFace.StencilDepthFailOp  = backStencilDepthFailOp;
        BackFace.StencilPassOp       = backStencilPassOp;
        BackFace.StencilFunc         = backStencilFunc;
    }
    ~CD3DX12_DEPTH_STENCIL_DESC() {}
    operator const D3D12_DEPTH_STENCIL_DESC&() const { return *this; }
};

//------------------------------------------------------------------------------------------------
struct CD3DX12_BLEND_DESC : public D3D12_BLEND_DESC
{
    CD3DX12_BLEND_DESC()
    {}
    explicit CD3DX12_BLEND_DESC(const D3D12_BLEND_DESC& o) :
        D3D12_BLEND_DESC(o)
    {}
    explicit CD3DX12_BLEND_DESC(CD3DX12_DEFAULT)
    {
        AlphaToCoverageEnable  = FALSE;
        IndependentBlendEnable = FALSE;
        const D3D12_RENDER_TARGET_BLEND_DESC defaultRenderTargetBlendDesc =
            {
                FALSE,
                FALSE,
                D3D12_BLEND_ONE,
                D3D12_BLEND_ZERO,
                D3D12_BLEND_OP_ADD,
                D3D12_BLEND_ONE,
                D3D12_BLEND_ZERO,
                D3D12_BLEND_OP_ADD,
                D3D12_LOGIC_OP_NOOP,
                D3D12_COLOR_WRITE_ENABLE_ALL,
            };
        for (UINT i = 0; i < D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
            RenderTarget[i] = defaultRenderTargetBlendDesc;
    }
    ~CD3DX12_BLEND_DESC() {}
    operator const D3D12_BLEND_DESC&() const { return *this; }
};

//------------------------------------------------------------------------------------------------
struct CD3DX12_RASTERIZER_DESC : public D3D12_RASTERIZER_DESC
{
    CD3DX12_RASTERIZER_DESC()
    {}
    explicit CD3DX12_RASTERIZER_DESC(const D3D12_RASTERIZER_DESC& o) :
        D3D12_RASTERIZER_DESC(o)
    {}
    explicit CD3DX12_RASTERIZER_DESC(CD3DX12_DEFAULT)
    {
        FillMode              = D3D12_FILL_MODE_SOLID;
        CullMode              = D3D12_CULL_MODE_BACK;
        FrontCounterClockwise = FALSE;
        DepthBias             = D3D12_DEFAULT_DEPTH_BIAS;
        DepthBiasClamp        = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
        SlopeScaledDepthBias  = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
        DepthClipEnable       = TRUE;
        MultisampleEnable     = FALSE;
        AntialiasedLineEnable = FALSE;
        ForcedSampleCount     = 0;
        ConservativeRaster    = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
    }
    explicit CD3DX12_RASTERIZER_DESC(
        D3D12_FILL_MODE                       fillMode,
        D3D12_CULL_MODE                       cullMode,
        BOOL                                  frontCounterClockwise,
        INT                                   depthBias,
        FLOAT                                 depthBiasClamp,
        FLOAT                                 slopeScaledDepthBias,
        BOOL                                  depthClipEnable,
        BOOL                                  multisampleEnable,
        BOOL                                  antialiasedLineEnable,
        UINT                                  forcedSampleCount,
        D3D12_CONSERVATIVE_RASTERIZATION_MODE conservativeRaster)
    {
        FillMode              = fillMode;
        CullMode              = cullMode;
        FrontCounterClockwise = frontCounterClockwise;
        DepthBias             = depthBias;
        DepthBiasClamp        = depthBiasClamp;
        SlopeScaledDepthBias  = slopeScaledDepthBias;
        DepthClipEnable       = depthClipEnable;
        MultisampleEnable     = multisampleEnable;
        AntialiasedLineEnable = antialiasedLineEnable;
        ForcedSampleCount     = forcedSampleCount;
        ConservativeRaster    = conservativeRaster;
    }
    ~CD3DX12_RASTERIZER_DESC() {}
    operator const D3D12_RASTERIZER_DESC&() const { return *this; }
};

//------------------------------------------------------------------------------------------------
struct CD3DX12_RESOURCE_ALLOCATION_INFO : public D3D12_RESOURCE_ALLOCATION_INFO
{
    CD3DX12_RESOURCE_ALLOCATION_INFO()
    {}
    explicit CD3DX12_RESOURCE_ALLOCATION_INFO(const D3D12_RESOURCE_ALLOCATION_INFO& o) :
        D3D12_RESOURCE_ALLOCATION_INFO(o)
    {}
    CD3DX12_RESOURCE_ALLOCATION_INFO(
        UINT64 size,
        UINT64 alignment)
    {
        SizeInBytes = size;
        Alignment   = alignment;
    }
    operator const D3D12_RESOURCE_ALLOCATION_INFO&() const { return *this; }
};

//------------------------------------------------------------------------------------------------
struct CD3DX12_HEAP_PROPERTIES : public D3D12_HEAP_PROPERTIES
{
    CD3DX12_HEAP_PROPERTIES()
    {}
    explicit CD3DX12_HEAP_PROPERTIES(const D3D12_HEAP_PROPERTIES& o) :
        D3D12_HEAP_PROPERTIES(o)
    {}
    CD3DX12_HEAP_PROPERTIES(
        D3D12_CPU_PAGE_PROPERTY cpuPageProperty,
        D3D12_MEMORY_POOL       memoryPoolPreference,
        UINT                    creationNodeMask = 1,
        UINT                    nodeMask         = 1)
    {
        Type                 = D3D12_HEAP_TYPE_CUSTOM;
        CPUPageProperty      = cpuPageProperty;
        MemoryPoolPreference = memoryPoolPreference;
        CreationNodeMask     = creationNodeMask;
        VisibleNodeMask      = nodeMask;
    }
    explicit CD3DX12_HEAP_PROPERTIES(
        D3D12_HEAP_TYPE type,
        UINT            creationNodeMask = 1,
        UINT            nodeMask         = 1)
    {
        Type                 = type;
        CPUPageProperty      = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
        MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
        CreationNodeMask     = creationNodeMask;
        VisibleNodeMask      = nodeMask;
    }
    operator const D3D12_HEAP_PROPERTIES&() const { return *this; }
    bool IsCPUAccessible() const
    {
        return Type == D3D12_HEAP_TYPE_UPLOAD || Type == D3D12_HEAP_TYPE_READBACK || (Type == D3D12_HEAP_TYPE_CUSTOM && (CPUPageProperty == D3D12_CPU_PAGE_PROPERTY_WRITE_COMBINE || CPUPageProperty == D3D12_CPU_PAGE_PROPERTY_WRITE_BACK));
    }
};
inline bool operator==(const D3D12_HEAP_PROPERTIES& l, const D3D12_HEAP_PROPERTIES& r)
{
    return l.Type == r.Type && l.CPUPageProperty == r.CPUPageProperty &&
        l.MemoryPoolPreference == r.MemoryPoolPreference &&
        l.CreationNodeMask == r.CreationNodeMask &&
        l.VisibleNodeMask == r.VisibleNodeMask;
}
inline bool operator!=(const D3D12_HEAP_PROPERTIES& l, const D3D12_HEAP_PROPERTIES& r)
{
    return !(l == r);
}

//------------------------------------------------------------------------------------------------
struct CD3DX12_HEAP_DESC : public D3D12_HEAP_DESC
{
    CD3DX12_HEAP_DESC()
    {}
    explicit CD3DX12_HEAP_DESC(const D3D12_HEAP_DESC& o) :
        D3D12_HEAP_DESC(o)
    {}
    CD3DX12_HEAP_DESC(
        UINT64                size,
        D3D12_HEAP_PROPERTIES properties,
        UINT64                alignment = 0,
        D3D12_HEAP_FLAGS      flags     = D3D12_HEAP_FLAG_NONE)
    {
        SizeInBytes = size;
        Properties  = properties;
        Alignment   = alignment;
        Flags       = flags;
    }
    CD3DX12_HEAP_DESC(
        UINT64           size,
        D3D12_HEAP_TYPE  type,
        UINT64           alignment = 0,
        D3D12_HEAP_FLAGS flags     = D3D12_HEAP_FLAG_NONE)
    {
        SizeInBytes = size;
        Properties  = CD3DX12_HEAP_PROPERTIES(type);
        Alignment   = alignment;
        Flags       = flags;
    }
    CD3DX12_HEAP_DESC(
        UINT64                  size,
        D3D12_CPU_PAGE_PROPERTY cpuPageProperty,
        D3D12_MEMORY_POOL       memoryPoolPreference,
        UINT64                  alignment = 0,
        D3D12_HEAP_FLAGS        flags     = D3D12_HEAP_FLAG_NONE)
    {
        SizeInBytes = size;
        Properties  = CD3DX12_HEAP_PROPERTIES(cpuPageProperty, memoryPoolPreference);
        Alignment   = alignment;
        Flags       = flags;
    }
    CD3DX12_HEAP_DESC(
        const D3D12_RESOURCE_ALLOCATION_INFO& resAllocInfo,
        D3D12_HEAP_PROPERTIES                 properties,
        D3D12_HEAP_FLAGS                      flags = D3D12_HEAP_FLAG_NONE)
    {
        SizeInBytes = resAllocInfo.SizeInBytes;
        Properties  = properties;
        Alignment   = resAllocInfo.Alignment;
        Flags       = flags;
    }
    CD3DX12_HEAP_DESC(
        const D3D12_RESOURCE_ALLOCATION_INFO& resAllocInfo,
        D3D12_HEAP_TYPE                       type,
        D3D12_HEAP_FLAGS                      flags = D3D12_HEAP_FLAG_NONE)
    {
        SizeInBytes = resAllocInfo.SizeInBytes;
        Properties  = CD3DX12_HEAP_PROPERTIES(type);
        Alignment   = resAllocInfo.Alignment;
        Flags       = flags;
    }
    CD3DX12_HEAP_DESC(
        const D3D12_RESOURCE_ALLOCATION_INFO& resAllocInfo,
        D3D12_CPU_PAGE_PROPERTY               cpuPageProperty,
        D3D12_MEMORY_POOL                     memoryPoolPreference,
        D3D12_HEAP_FLAGS                      flags = D3D12_HEAP_FLAG_NONE)
    {
        SizeInBytes = resAllocInfo.SizeInBytes;
        Properties  = CD3DX12_HEAP_PROPERTIES(cpuPageProperty, memoryPoolPreference);
        Alignment   = resAllocInfo.Alignment;
        Flags       = flags;
    }
    operator const D3D12_HEAP_DESC&() const { return *this; }
    bool IsCPUAccessible() const
    {
        return static_cast<const CD3DX12_HEAP_PROPERTIES*>(&Properties)->IsCPUAccessible();
    }
};
inline bool operator==(const D3D12_HEAP_DESC& l, const D3D12_HEAP_DESC& r)
{
    return l.SizeInBytes == r.SizeInBytes &&
        l.Properties == r.Properties &&
        l.Alignment == r.Alignment &&
        l.Flags == r.Flags;
}
inline bool operator!=(const D3D12_HEAP_DESC& l, const D3D12_HEAP_DESC& r)
{
    return !(l == r);
}

//------------------------------------------------------------------------------------------------
struct CD3DX12_CLEAR_VALUE : public D3D12_CLEAR_VALUE
{
    CD3DX12_CLEAR_VALUE()
    {}
    explicit CD3DX12_CLEAR_VALUE(const D3D12_CLEAR_VALUE& o) :
        D3D12_CLEAR_VALUE(o)
    {}
    CD3DX12_CLEAR_VALUE(
        DXGI_FORMAT format,
        const FLOAT color[4])
    {
        Format = format;
        memcpy(Color, color, sizeof(Color));
    }
    CD3DX12_CLEAR_VALUE(
        DXGI_FORMAT format,
        FLOAT       depth,
        UINT8       stencil)
    {
        Format = format;
        /* Use memcpy to preserve NAN values */
        memcpy(&DepthStencil.Depth, &depth, sizeof(depth));
        DepthStencil.Stencil = stencil;
    }
    operator const D3D12_CLEAR_VALUE&() const { return *this; }
};

//------------------------------------------------------------------------------------------------
struct CD3DX12_RANGE : public D3D12_RANGE
{
    CD3DX12_RANGE()
    {}
    explicit CD3DX12_RANGE(const D3D12_RANGE& o) :
        D3D12_RANGE(o)
    {}
    CD3DX12_RANGE(
        SIZE_T begin,
        SIZE_T end)
    {
        Begin = begin;
        End   = end;
    }
    operator const D3D12_RANGE&() const { return *this; }
};

//------------------------------------------------------------------------------------------------
struct CD3DX12_TILED_RESOURCE_COORDINATE : public D3D12_TILED_RESOURCE_COORDINATE
{
    CD3DX12_TILED_RESOURCE_COORDINATE()
    {}
    explicit CD3DX12_TILED_RESOURCE_COORDINATE(const D3D12_TILED_RESOURCE_COORDINATE& o) :
        D3D12_TILED_RESOURCE_COORDINATE(o)
    {}
    CD3DX12_TILED_RESOURCE_COORDINATE(
        UINT x,
        UINT y,
        UINT z,
        UINT subresource)
    {
        X           = x;
        Y           = y;
        Z           = z;
        Subresource = subresource;
    }
    operator const D3D12_TILED_RESOURCE_COORDINATE&() const { return *this; }
};

//------------------------------------------------------------------------------------------------
struct CD3DX12_TILE_REGION_SIZE : public D3D12_TILE_REGION_SIZE
{
    CD3DX12_TILE_REGION_SIZE()
    {}
    explicit CD3DX12_TILE_REGION_SIZE(const D3D12_TILE_REGION_SIZE& o) :
        D3D12_TILE_REGION_SIZE(o)
    {}
    CD3DX12_TILE_REGION_SIZE(
        UINT   numTiles,
        BOOL   useBox,
        UINT   width,
        UINT16 height,
        UINT16 depth)
    {
        NumTiles = numTiles;
        UseBox   = useBox;
        Width    = width;
        Height   = height;
        Depth    = depth;
    }
    operator const D3D12_TILE_REGION_SIZE&() const { return *this; }
};

//------------------------------------------------------------------------------------------------
struct CD3DX12_SUBRESOURCE_TILING : public D3D12_SUBRESOURCE_TILING
{
    CD3DX12_SUBRESOURCE_TILING()
    {}
    explicit CD3DX12_SUBRESOURCE_TILING(const D3D12_SUBRESOURCE_TILING& o) :
        D3D12_SUBRESOURCE_TILING(o)
    {}
    CD3DX12_SUBRESOURCE_TILING(
        UINT   widthInTiles,
        UINT16 heightInTiles,
        UINT16 depthInTiles,
        UINT   startTileIndexInOverallResource)
    {
        WidthInTiles                    = widthInTiles;
        HeightInTiles                   = heightInTiles;
        DepthInTiles                    = depthInTiles;
        StartTileIndexInOverallResource = startTileIndexInOverallResource;
    }
    operator const D3D12_SUBRESOURCE_TILING&() const { return *this; }
};

//------------------------------------------------------------------------------------------------
struct CD3DX12_TILE_SHAPE : public D3D12_TILE_SHAPE
{
    CD3DX12_TILE_SHAPE()
    {}
    explicit CD3DX12_TILE_SHAPE(const D3D12_TILE_SHAPE& o) :
        D3D12_TILE_SHAPE(o)
    {}
    CD3DX12_TILE_SHAPE(
        UINT widthInTexels,
        UINT heightInTexels,
        UINT depthInTexels)
    {
        WidthInTexels  = widthInTexels;
        HeightInTexels = heightInTexels;
        DepthInTexels  = depthInTexels;
    }
    operator const D3D12_TILE_SHAPE&() const { return *this; }
};

//------------------------------------------------------------------------------------------------
struct CD3DX12_RESOURCE_BARRIER : public D3D12_RESOURCE_BARRIER
{
    CD3DX12_RESOURCE_BARRIER()
    {}
    explicit CD3DX12_RESOURCE_BARRIER(const D3D12_RESOURCE_BARRIER& o) :
        D3D12_RESOURCE_BARRIER(o)
    {}
    static inline CD3DX12_RESOURCE_BARRIER Transition(
        _In_ ID3D12Resource*         pResource,
        D3D12_RESOURCE_STATES        stateBefore,
        D3D12_RESOURCE_STATES        stateAfter,
        UINT                         subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES,
        D3D12_RESOURCE_BARRIER_FLAGS flags       = D3D12_RESOURCE_BARRIER_FLAG_NONE)
    {
        CD3DX12_RESOURCE_BARRIER result;
        ZeroMemory(&result, sizeof(result));
        D3D12_RESOURCE_BARRIER& barrier = result;
        result.Type                     = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
        result.Flags                    = flags;
        barrier.Transition.pResource    = pResource;
        barrier.Transition.StateBefore  = stateBefore;
        barrier.Transition.StateAfter   = stateAfter;
        barrier.Transition.Subresource  = subresource;
        return result;
    }
    static inline CD3DX12_RESOURCE_BARRIER Aliasing(
        _In_ ID3D12Resource* pResourceBefore,
        _In_ ID3D12Resource* pResourceAfter)
    {
        CD3DX12_RESOURCE_BARRIER result;
        ZeroMemory(&result, sizeof(result));
        D3D12_RESOURCE_BARRIER& barrier  = result;
        result.Type                      = D3D12_RESOURCE_BARRIER_TYPE_ALIASING;
        barrier.Aliasing.pResourceBefore = pResourceBefore;
        barrier.Aliasing.pResourceAfter  = pResourceAfter;
        return result;
    }
    static inline CD3DX12_RESOURCE_BARRIER UAV(
        _In_ ID3D12Resource* pResource)
    {
        CD3DX12_RESOURCE_BARRIER result;
        ZeroMemory(&result, sizeof(result));
        D3D12_RESOURCE_BARRIER& barrier = result;
        result.Type                     = D3D12_RESOURCE_BARRIER_TYPE_UAV;
        barrier.UAV.pResource           = pResource;
        return result;
    }
    operator const D3D12_RESOURCE_BARRIER&() const { return *this; }
};

//------------------------------------------------------------------------------------------------
struct CD3DX12_PACKED_MIP_INFO : public D3D12_PACKED_MIP_INFO
{
    CD3DX12_PACKED_MIP_INFO()
    {}
    explicit CD3DX12_PACKED_MIP_INFO(const D3D12_PACKED_MIP_INFO& o) :
        D3D12_PACKED_MIP_INFO(o)
    {}
    CD3DX12_PACKED_MIP_INFO(
        UINT8 numStandardMips,
        UINT8 numPackedMips,
        UINT  numTilesForPackedMips,
        UINT  startTileIndexInOverallResource)
    {
        NumStandardMips                 = numStandardMips;
        NumPackedMips                   = numPackedMips;
        NumTilesForPackedMips           = numTilesForPackedMips;
        StartTileIndexInOverallResource = startTileIndexInOverallResource;
    }
    operator const D3D12_PACKED_MIP_INFO&() const { return *this; }
};

//------------------------------------------------------------------------------------------------
struct CD3DX12_SUBRESOURCE_FOOTPRINT : public D3D12_SUBRESOURCE_FOOTPRINT
{
    CD3DX12_SUBRESOURCE_FOOTPRINT()
    {}
    explicit CD3DX12_SUBRESOURCE_FOOTPRINT(const D3D12_SUBRESOURCE_FOOTPRINT& o) :
        D3D12_SUBRESOURCE_FOOTPRINT(o)
    {}
    CD3DX12_SUBRESOURCE_FOOTPRINT(
        DXGI_FORMAT format,
        UINT        width,
        UINT        height,
        UINT        depth,
        UINT        rowPitch)
    {
        Format   = format;
        Width    = width;
        Height   = height;
        Depth    = depth;
        RowPitch = rowPitch;
    }
    explicit CD3DX12_SUBRESOURCE_FOOTPRINT(
        const D3D12_RESOURCE_DESC& resDesc,
        UINT                       rowPitch)
    {
        Format   = resDesc.Format;
        Width    = UINT(resDesc.Width);
        Height   = resDesc.Height;
        Depth    = (resDesc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D ? resDesc.DepthOrArraySize : 1);
        RowPitch = rowPitch;
    }
    operator const D3D12_SUBRESOURCE_FOOTPRINT&() const { return *this; }
};

//------------------------------------------------------------------------------------------------
struct CD3DX12_TEXTURE_COPY_LOCATION : public D3D12_TEXTURE_COPY_LOCATION
{
    CD3DX12_TEXTURE_COPY_LOCATION()
    {}
    explicit CD3DX12_TEXTURE_COPY_LOCATION(const D3D12_TEXTURE_COPY_LOCATION& o) :
        D3D12_TEXTURE_COPY_LOCATION(o)
    {}
    CD3DX12_TEXTURE_COPY_LOCATION(ID3D12Resource* pRes) { pResource = pRes; }
    CD3DX12_TEXTURE_COPY_LOCATION(ID3D12Resource* pRes, D3D12_PLACED_SUBRESOURCE_FOOTPRINT const& Footprint)
    {
        pResource       = pRes;
        Type            = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
        PlacedFootprint = Footprint;
    }
    CD3DX12_TEXTURE_COPY_LOCATION(ID3D12Resource* pRes, UINT Sub)
    {
        pResource        = pRes;
        Type             = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
        SubresourceIndex = Sub;
    }
};

//------------------------------------------------------------------------------------------------
struct CD3DX12_DESCRIPTOR_RANGE : public D3D12_DESCRIPTOR_RANGE
{
    CD3DX12_DESCRIPTOR_RANGE() {}
    explicit CD3DX12_DESCRIPTOR_RANGE(const D3D12_DESCRIPTOR_RANGE& o) :
        D3D12_DESCRIPTOR_RANGE(o)
    {}
    CD3DX12_DESCRIPTOR_RANGE(
        D3D12_DESCRIPTOR_RANGE_TYPE rangeType,
        UINT                        numDescriptors,
        UINT                        baseShaderRegister,
        UINT                        registerSpace = 0,
        UINT                        offsetInDescriptorsFromTableStart =
            D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND)
    {
        Init(rangeType, numDescriptors, baseShaderRegister, registerSpace, offsetInDescriptorsFromTableStart);
    }

    inline void Init(
        D3D12_DESCRIPTOR_RANGE_TYPE rangeType,
        UINT                        numDescriptors,
        UINT                        baseShaderRegister,
        UINT                        registerSpace = 0,
        UINT                        offsetInDescriptorsFromTableStart =
            D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND)
    {
        Init(*this, rangeType, numDescriptors, baseShaderRegister, registerSpace, offsetInDescriptorsFromTableStart);
    }

    static inline void Init(
        _Out_ D3D12_DESCRIPTOR_RANGE& range,
        D3D12_DESCRIPTOR_RANGE_TYPE   rangeType,
        UINT                          numDescriptors,
        UINT                          baseShaderRegister,
        UINT                          registerSpace = 0,
        UINT                          offsetInDescriptorsFromTableStart =
            D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND)
    {
        range.RangeType                         = rangeType;
        range.NumDescriptors                    = numDescriptors;
        range.BaseShaderRegister                = baseShaderRegister;
        range.RegisterSpace                     = registerSpace;
        range.OffsetInDescriptorsFromTableStart = offsetInDescriptorsFromTableStart;
    }
};

//------------------------------------------------------------------------------------------------
struct CD3DX12_ROOT_DESCRIPTOR_TABLE : public D3D12_ROOT_DESCRIPTOR_TABLE
{
    CD3DX12_ROOT_DESCRIPTOR_TABLE() {}
    explicit CD3DX12_ROOT_DESCRIPTOR_TABLE(const D3D12_ROOT_DESCRIPTOR_TABLE& o) :
        D3D12_ROOT_DESCRIPTOR_TABLE(o)
    {}
    CD3DX12_ROOT_DESCRIPTOR_TABLE(
        UINT                                                              numDescriptorRanges,
        _In_reads_opt_(numDescriptorRanges) const D3D12_DESCRIPTOR_RANGE* _pDescriptorRanges)
    {
        Init(numDescriptorRanges, _pDescriptorRanges);
    }

    inline void Init(
        UINT                                                              numDescriptorRanges,
        _In_reads_opt_(numDescriptorRanges) const D3D12_DESCRIPTOR_RANGE* _pDescriptorRanges)
    {
        Init(*this, numDescriptorRanges, _pDescriptorRanges);
    }

    static inline void Init(
        _Out_ D3D12_ROOT_DESCRIPTOR_TABLE&                                rootDescriptorTable,
        UINT                                                              numDescriptorRanges,
        _In_reads_opt_(numDescriptorRanges) const D3D12_DESCRIPTOR_RANGE* _pDescriptorRanges)
    {
        rootDescriptorTable.NumDescriptorRanges = numDescriptorRanges;
        rootDescriptorTable.pDescriptorRanges   = _pDescriptorRanges;
    }
};

//------------------------------------------------------------------------------------------------
struct CD3DX12_ROOT_CONSTANTS : public D3D12_ROOT_CONSTANTS
{
    CD3DX12_ROOT_CONSTANTS() {}
    explicit CD3DX12_ROOT_CONSTANTS(const D3D12_ROOT_CONSTANTS& o) :
        D3D12_ROOT_CONSTANTS(o)
    {}
    CD3DX12_ROOT_CONSTANTS(
        UINT num32BitValues,
        UINT shaderRegister,
        UINT registerSpace = 0)
    {
        Init(num32BitValues, shaderRegister, registerSpace);
    }

    inline void Init(
        UINT num32BitValues,
        UINT shaderRegister,
        UINT registerSpace = 0)
    {
        Init(*this, num32BitValues, shaderRegister, registerSpace);
    }

    static inline void Init(
        _Out_ D3D12_ROOT_CONSTANTS& rootConstants,
        UINT                        num32BitValues,
        UINT                        shaderRegister,
        UINT                        registerSpace = 0)
    {
        rootConstants.Num32BitValues = num32BitValues;
        rootConstants.ShaderRegister = shaderRegister;
        rootConstants.RegisterSpace  = registerSpace;
    }
};

//------------------------------------------------------------------------------------------------
struct CD3DX12_ROOT_DESCRIPTOR : public D3D12_ROOT_DESCRIPTOR
{
    CD3DX12_ROOT_DESCRIPTOR() {}
    explicit CD3DX12_ROOT_DESCRIPTOR(const D3D12_ROOT_DESCRIPTOR& o) :
        D3D12_ROOT_DESCRIPTOR(o)
    {}
    CD3DX12_ROOT_DESCRIPTOR(
        UINT shaderRegister,
        UINT registerSpace = 0)
    {
        Init(shaderRegister, registerSpace);
    }

    inline void Init(
        UINT shaderRegister,
        UINT registerSpace = 0)
    {
        Init(*this, shaderRegister, registerSpace);
    }

    static inline void Init(_Out_ D3D12_ROOT_DESCRIPTOR& table, UINT shaderRegister, UINT registerSpace = 0)
    {
        table.ShaderRegister = shaderRegister;
        table.RegisterSpace  = registerSpace;
    }
};

//------------------------------------------------------------------------------------------------
struct CD3DX12_ROOT_PARAMETER : public D3D12_ROOT_PARAMETER
{
    CD3DX12_ROOT_PARAMETER() {}
    explicit CD3DX12_ROOT_PARAMETER(const D3D12_ROOT_PARAMETER& o) :
        D3D12_ROOT_PARAMETER(o)
    {}

    static inline void InitAsDescriptorTable(
        _Out_ D3D12_ROOT_PARAMETER&                                   rootParam,
        UINT                                                          numDescriptorRanges,
        _In_reads_(numDescriptorRanges) const D3D12_DESCRIPTOR_RANGE* pDescriptorRanges,
        D3D12_SHADER_VISIBILITY                                       visibility = D3D12_SHADER_VISIBILITY_ALL)
    {
        rootParam.ParameterType    = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
        rootParam.ShaderVisibility = visibility;
        CD3DX12_ROOT_DESCRIPTOR_TABLE::Init(rootParam.DescriptorTable, numDescriptorRanges, pDescriptorRanges);
    }

    static inline void InitAsConstants(
        _Out_ D3D12_ROOT_PARAMETER& rootParam,
        UINT                        num32BitValues,
        UINT                        shaderRegister,
        UINT                        registerSpace = 0,
        D3D12_SHADER_VISIBILITY     visibility    = D3D12_SHADER_VISIBILITY_ALL)
    {
        rootParam.ParameterType    = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
        rootParam.ShaderVisibility = visibility;
        CD3DX12_ROOT_CONSTANTS::Init(rootParam.Constants, num32BitValues, shaderRegister, registerSpace);
    }

    static inline void InitAsConstantBufferView(
        _Out_ D3D12_ROOT_PARAMETER& rootParam,
        UINT                        shaderRegister,
        UINT                        registerSpace = 0,
        D3D12_SHADER_VISIBILITY     visibility    = D3D12_SHADER_VISIBILITY_ALL)
    {
        rootParam.ParameterType    = D3D12_ROOT_PARAMETER_TYPE_CBV;
        rootParam.ShaderVisibility = visibility;
        CD3DX12_ROOT_DESCRIPTOR::Init(rootParam.Descriptor, shaderRegister, registerSpace);
    }

    static inline void InitAsShaderResourceView(
        _Out_ D3D12_ROOT_PARAMETER& rootParam,
        UINT                        shaderRegister,
        UINT                        registerSpace = 0,
        D3D12_SHADER_VISIBILITY     visibility    = D3D12_SHADER_VISIBILITY_ALL)
    {
        rootParam.ParameterType    = D3D12_ROOT_PARAMETER_TYPE_SRV;
        rootParam.ShaderVisibility = visibility;
        CD3DX12_ROOT_DESCRIPTOR::Init(rootParam.Descriptor, shaderRegister, registerSpace);
    }

    static inline void InitAsUnorderedAccessView(
        _Out_ D3D12_ROOT_PARAMETER& rootParam,
        UINT                        shaderRegister,
        UINT                        registerSpace = 0,
        D3D12_SHADER_VISIBILITY     visibility    = D3D12_SHADER_VISIBILITY_ALL)
    {
        rootParam.ParameterType    = D3D12_ROOT_PARAMETER_TYPE_UAV;
        rootParam.ShaderVisibility = visibility;
        CD3DX12_ROOT_DESCRIPTOR::Init(rootParam.Descriptor, shaderRegister, registerSpace);
    }

    inline void InitAsDescriptorTable(
        UINT                                                          numDescriptorRanges,
        _In_reads_(numDescriptorRanges) const D3D12_DESCRIPTOR_RANGE* pDescriptorRanges,
        D3D12_SHADER_VISIBILITY                                       visibility = D3D12_SHADER_VISIBILITY_ALL)
    {
        InitAsDescriptorTable(*this, numDescriptorRanges, pDescriptorRanges, visibility);
    }

    inline void InitAsConstants(
        UINT                    num32BitValues,
        UINT                    shaderRegister,
        UINT                    registerSpace = 0,
        D3D12_SHADER_VISIBILITY visibility    = D3D12_SHADER_VISIBILITY_ALL)
    {
        InitAsConstants(*this, num32BitValues, shaderRegister, registerSpace, visibility);
    }

    inline void InitAsConstantBufferView(
        UINT                    shaderRegister,
        UINT                    registerSpace = 0,
        D3D12_SHADER_VISIBILITY visibility    = D3D12_SHADER_VISIBILITY_ALL)
    {
        InitAsConstantBufferView(*this, shaderRegister, registerSpace, visibility);
    }

    inline void InitAsShaderResourceView(
        UINT                    shaderRegister,
        UINT                    registerSpace = 0,
        D3D12_SHADER_VISIBILITY visibility    = D3D12_SHADER_VISIBILITY_ALL)
    {
        InitAsShaderResourceView(*this, shaderRegister, registerSpace, visibility);
    }

    inline void InitAsUnorderedAccessView(
        UINT                    shaderRegister,
        UINT                    registerSpace = 0,
        D3D12_SHADER_VISIBILITY visibility    = D3D12_SHADER_VISIBILITY_ALL)
    {
        InitAsUnorderedAccessView(*this, shaderRegister, registerSpace, visibility);
    }
};

//------------------------------------------------------------------------------------------------
struct CD3DX12_STATIC_SAMPLER_DESC : public D3D12_STATIC_SAMPLER_DESC
{
    CD3DX12_STATIC_SAMPLER_DESC() {}
    explicit CD3DX12_STATIC_SAMPLER_DESC(const D3D12_STATIC_SAMPLER_DESC& o) :
        D3D12_STATIC_SAMPLER_DESC(o)
    {}
    CD3DX12_STATIC_SAMPLER_DESC(
        UINT                       shaderRegister,
        D3D12_FILTER               filter           = D3D12_FILTER_ANISOTROPIC,
        D3D12_TEXTURE_ADDRESS_MODE addressU         = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
        D3D12_TEXTURE_ADDRESS_MODE addressV         = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
        D3D12_TEXTURE_ADDRESS_MODE addressW         = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
        FLOAT                      mipLODBias       = 0,
        UINT                       maxAnisotropy    = 16,
        D3D12_COMPARISON_FUNC      comparisonFunc   = D3D12_COMPARISON_FUNC_LESS_EQUAL,
        D3D12_STATIC_BORDER_COLOR  borderColor      = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE,
        FLOAT                      minLOD           = 0.f,
        FLOAT                      maxLOD           = D3D12_FLOAT32_MAX,
        D3D12_SHADER_VISIBILITY    shaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
        UINT                       registerSpace    = 0)
    {
        Init(
            shaderRegister,
            filter,
            addressU,
            addressV,
            addressW,
            mipLODBias,
            maxAnisotropy,
            comparisonFunc,
            borderColor,
            minLOD,
            maxLOD,
            shaderVisibility,
            registerSpace);
    }

    static inline void Init(
        _Out_ D3D12_STATIC_SAMPLER_DESC& samplerDesc,
        UINT                             shaderRegister,
        D3D12_FILTER                     filter           = D3D12_FILTER_ANISOTROPIC,
        D3D12_TEXTURE_ADDRESS_MODE       addressU         = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
        D3D12_TEXTURE_ADDRESS_MODE       addressV         = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
        D3D12_TEXTURE_ADDRESS_MODE       addressW         = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
        FLOAT                            mipLODBias       = 0,
        UINT                             maxAnisotropy    = 16,
        D3D12_COMPARISON_FUNC            comparisonFunc   = D3D12_COMPARISON_FUNC_LESS_EQUAL,
        D3D12_STATIC_BORDER_COLOR        borderColor      = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE,
        FLOAT                            minLOD           = 0.f,
        FLOAT                            maxLOD           = D3D12_FLOAT32_MAX,
        D3D12_SHADER_VISIBILITY          shaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
        UINT                             registerSpace    = 0)
    {
        samplerDesc.ShaderRegister   = shaderRegister;
        samplerDesc.Filter           = filter;
        samplerDesc.AddressU         = addressU;
        samplerDesc.AddressV         = addressV;
        samplerDesc.AddressW         = addressW;
        samplerDesc.MipLODBias       = mipLODBias;
        samplerDesc.MaxAnisotropy    = maxAnisotropy;
        samplerDesc.ComparisonFunc   = comparisonFunc;
        samplerDesc.BorderColor      = borderColor;
        samplerDesc.MinLOD           = minLOD;
        samplerDesc.MaxLOD           = maxLOD;
        samplerDesc.ShaderVisibility = shaderVisibility;
        samplerDesc.RegisterSpace    = registerSpace;
    }
    inline void Init(
        UINT                       shaderRegister,
        D3D12_FILTER               filter           = D3D12_FILTER_ANISOTROPIC,
        D3D12_TEXTURE_ADDRESS_MODE addressU         = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
        D3D12_TEXTURE_ADDRESS_MODE addressV         = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
        D3D12_TEXTURE_ADDRESS_MODE addressW         = D3D12_TEXTURE_ADDRESS_MODE_WRAP,
        FLOAT                      mipLODBias       = 0,
        UINT                       maxAnisotropy    = 16,
        D3D12_COMPARISON_FUNC      comparisonFunc   = D3D12_COMPARISON_FUNC_LESS_EQUAL,
        D3D12_STATIC_BORDER_COLOR  borderColor      = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE,
        FLOAT                      minLOD           = 0.f,
        FLOAT                      maxLOD           = D3D12_FLOAT32_MAX,
        D3D12_SHADER_VISIBILITY    shaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
        UINT                       registerSpace    = 0)
    {
        Init(
            *this,
            shaderRegister,
            filter,
            addressU,
            addressV,
            addressW,
            mipLODBias,
            maxAnisotropy,
            comparisonFunc,
            borderColor,
            minLOD,
            maxLOD,
            shaderVisibility,
            registerSpace);
    }
};

//------------------------------------------------------------------------------------------------
struct CD3DX12_ROOT_SIGNATURE_DESC : public D3D12_ROOT_SIGNATURE_DESC
{
    CD3DX12_ROOT_SIGNATURE_DESC() {}
    explicit CD3DX12_ROOT_SIGNATURE_DESC(const D3D12_ROOT_SIGNATURE_DESC& o) :
        D3D12_ROOT_SIGNATURE_DESC(o)
    {}
    CD3DX12_ROOT_SIGNATURE_DESC(
        UINT                                                               numParameters,
        _In_reads_opt_(numParameters) const D3D12_ROOT_PARAMETER*          _pParameters,
        UINT                                                               numStaticSamplers = 0,
        _In_reads_opt_(numStaticSamplers) const D3D12_STATIC_SAMPLER_DESC* _pStaticSamplers  = NULL,
        D3D12_ROOT_SIGNATURE_FLAGS                                         flags             = D3D12_ROOT_SIGNATURE_FLAG_NONE)
    {
        Init(numParameters, _pParameters, numStaticSamplers, _pStaticSamplers, flags);
    }
    CD3DX12_ROOT_SIGNATURE_DESC(CD3DX12_DEFAULT)
    {
        Init(0, NULL, 0, NULL, D3D12_ROOT_SIGNATURE_FLAG_NONE);
    }

    inline void Init(
        UINT                                                               numParameters,
        _In_reads_opt_(numParameters) const D3D12_ROOT_PARAMETER*          _pParameters,
        UINT                                                               numStaticSamplers = 0,
        _In_reads_opt_(numStaticSamplers) const D3D12_STATIC_SAMPLER_DESC* _pStaticSamplers  = NULL,
        D3D12_ROOT_SIGNATURE_FLAGS                                         flags             = D3D12_ROOT_SIGNATURE_FLAG_NONE)
    {
        Init(*this, numParameters, _pParameters, numStaticSamplers, _pStaticSamplers, flags);
    }

    static inline void Init(
        _Out_ D3D12_ROOT_SIGNATURE_DESC&                                   desc,
        UINT                                                               numParameters,
        _In_reads_opt_(numParameters) const D3D12_ROOT_PARAMETER*          _pParameters,
        UINT                                                               numStaticSamplers = 0,
        _In_reads_opt_(numStaticSamplers) const D3D12_STATIC_SAMPLER_DESC* _pStaticSamplers  = NULL,
        D3D12_ROOT_SIGNATURE_FLAGS                                         flags             = D3D12_ROOT_SIGNATURE_FLAG_NONE)
    {
        desc.NumParameters     = numParameters;
        desc.pParameters       = _pParameters;
        desc.NumStaticSamplers = numStaticSamplers;
        desc.pStaticSamplers   = _pStaticSamplers;
        desc.Flags             = flags;
    }
};

//------------------------------------------------------------------------------------------------
struct CD3DX12_CPU_DESCRIPTOR_HANDLE : public D3D12_CPU_DESCRIPTOR_HANDLE
{
    CD3DX12_CPU_DESCRIPTOR_HANDLE() {}
    explicit CD3DX12_CPU_DESCRIPTOR_HANDLE(const D3D12_CPU_DESCRIPTOR_HANDLE& o) :
        D3D12_CPU_DESCRIPTOR_HANDLE(o)
    {}
    CD3DX12_CPU_DESCRIPTOR_HANDLE(CD3DX12_DEFAULT) { ptr = 0; }
    CD3DX12_CPU_DESCRIPTOR_HANDLE(_In_ const D3D12_CPU_DESCRIPTOR_HANDLE& other, INT offsetScaledByIncrementSize)
    {
        InitOffsetted(other, offsetScaledByIncrementSize);
    }
    CD3DX12_CPU_DESCRIPTOR_HANDLE(_In_ const D3D12_CPU_DESCRIPTOR_HANDLE& other, INT offsetInDescriptors, UINT descriptorIncrementSize)
    {
        InitOffsetted(other, offsetInDescriptors, descriptorIncrementSize);
    }
    CD3DX12_CPU_DESCRIPTOR_HANDLE& Offset(INT offsetInDescriptors, UINT descriptorIncrementSize)
    {
        ptr += offsetInDescriptors * descriptorIncrementSize;
        return *this;
    }
    CD3DX12_CPU_DESCRIPTOR_HANDLE& Offset(INT offsetScaledByIncrementSize)
    {
        ptr += offsetScaledByIncrementSize;
        return *this;
    }
    bool operator==(_In_ const D3D12_CPU_DESCRIPTOR_HANDLE& other)
    {
        return (ptr == other.ptr);
    }
    bool operator!=(_In_ const D3D12_CPU_DESCRIPTOR_HANDLE& other)
    {
        return (ptr != other.ptr);
    }
    CD3DX12_CPU_DESCRIPTOR_HANDLE& operator=(const D3D12_CPU_DESCRIPTOR_HANDLE& other)
    {
        ptr = other.ptr;
        return *this;
    }

    inline void InitOffsetted(_In_ const D3D12_CPU_DESCRIPTOR_HANDLE& base, INT offsetScaledByIncrementSize)
    {
        InitOffsetted(*this, base, offsetScaledByIncrementSize);
    }

    inline void InitOffsetted(_In_ const D3D12_CPU_DESCRIPTOR_HANDLE& base, INT offsetInDescriptors, UINT descriptorIncrementSize)
    {
        InitOffsetted(*this, base, offsetInDescriptors, descriptorIncrementSize);
    }

    static inline void InitOffsetted(_Out_ D3D12_CPU_DESCRIPTOR_HANDLE& handle, _In_ const D3D12_CPU_DESCRIPTOR_HANDLE& base, INT offsetScaledByIncrementSize)
    {
        handle.ptr = base.ptr + offsetScaledByIncrementSize;
    }

    static inline void InitOffsetted(_Out_ D3D12_CPU_DESCRIPTOR_HANDLE& handle, _In_ const D3D12_CPU_DESCRIPTOR_HANDLE& base, INT offsetInDescriptors, UINT descriptorIncrementSize)
    {
        handle.ptr = base.ptr + offsetInDescriptors * descriptorIncrementSize;
    }
};

//------------------------------------------------------------------------------------------------
struct CD3DX12_GPU_DESCRIPTOR_HANDLE : public D3D12_GPU_DESCRIPTOR_HANDLE
{
    CD3DX12_GPU_DESCRIPTOR_HANDLE() {}
    explicit CD3DX12_GPU_DESCRIPTOR_HANDLE(const D3D12_GPU_DESCRIPTOR_HANDLE& o) :
        D3D12_GPU_DESCRIPTOR_HANDLE(o)
    {}
    CD3DX12_GPU_DESCRIPTOR_HANDLE(CD3DX12_DEFAULT) { ptr = 0; }
    CD3DX12_GPU_DESCRIPTOR_HANDLE(_In_ const D3D12_GPU_DESCRIPTOR_HANDLE& other, INT offsetScaledByIncrementSize)
    {
        InitOffsetted(other, offsetScaledByIncrementSize);
    }
    CD3DX12_GPU_DESCRIPTOR_HANDLE(_In_ const D3D12_GPU_DESCRIPTOR_HANDLE& other, INT offsetInDescriptors, UINT descriptorIncrementSize)
    {
        InitOffsetted(other, offsetInDescriptors, descriptorIncrementSize);
    }
    CD3DX12_GPU_DESCRIPTOR_HANDLE& Offset(INT offsetInDescriptors, UINT descriptorIncrementSize)
    {
        ptr += offsetInDescriptors * descriptorIncrementSize;
        return *this;
    }
    CD3DX12_GPU_DESCRIPTOR_HANDLE& Offset(INT offsetScaledByIncrementSize)
    {
        ptr += offsetScaledByIncrementSize;
        return *this;
    }
    inline bool operator==(_In_ const D3D12_GPU_DESCRIPTOR_HANDLE& other)
    {
        return (ptr == other.ptr);
    }
    inline bool operator!=(_In_ const D3D12_GPU_DESCRIPTOR_HANDLE& other)
    {
        return (ptr != other.ptr);
    }
    CD3DX12_GPU_DESCRIPTOR_HANDLE& operator=(const D3D12_GPU_DESCRIPTOR_HANDLE& other)
    {
        ptr = other.ptr;
        return *this;
    }

    inline void InitOffsetted(_In_ const D3D12_GPU_DESCRIPTOR_HANDLE& base, INT offsetScaledByIncrementSize)
    {
        InitOffsetted(*this, base, offsetScaledByIncrementSize);
    }

    inline void InitOffsetted(_In_ const D3D12_GPU_DESCRIPTOR_HANDLE& base, INT offsetInDescriptors, UINT descriptorIncrementSize)
    {
        InitOffsetted(*this, base, offsetInDescriptors, descriptorIncrementSize);
    }

    static inline void InitOffsetted(_Out_ D3D12_GPU_DESCRIPTOR_HANDLE& handle, _In_ const D3D12_GPU_DESCRIPTOR_HANDLE& base, INT offsetScaledByIncrementSize)
    {
        handle.ptr = base.ptr + offsetScaledByIncrementSize;
    }

    static inline void InitOffsetted(_Out_ D3D12_GPU_DESCRIPTOR_HANDLE& handle, _In_ const D3D12_GPU_DESCRIPTOR_HANDLE& base, INT offsetInDescriptors, UINT descriptorIncrementSize)
    {
        handle.ptr = base.ptr + offsetInDescriptors * descriptorIncrementSize;
    }
};

//------------------------------------------------------------------------------------------------
inline UINT D3D12CalcSubresource(UINT MipSlice, UINT ArraySlice, UINT PlaneSlice, UINT MipLevels, UINT ArraySize)
{
    return MipSlice + ArraySlice * MipLevels + PlaneSlice * MipLevels * ArraySize;
}

//------------------------------------------------------------------------------------------------
template <typename T, typename U, typename V>
inline void D3D12DecomposeSubresource(UINT Subresource, UINT MipLevels, UINT ArraySize, _Out_ T& MipSlice, _Out_ U& ArraySlice, _Out_ V& PlaneSlice)
{
    MipSlice   = static_cast<T>(Subresource % MipLevels);
    ArraySlice = static_cast<U>((Subresource / MipLevels) % ArraySize);
    PlaneSlice = static_cast<V>(Subresource / (MipLevels * ArraySize));
}

//------------------------------------------------------------------------------------------------
inline UINT8 D3D12GetFormatPlaneCount(
    _In_ ID3D12Device* pDevice,
    DXGI_FORMAT        Format)
{
    D3D12_FEATURE_DATA_FORMAT_INFO formatInfo = {Format};
    if (FAILED(pDevice->CheckFeatureSupport(D3D12_FEATURE_FORMAT_INFO, &formatInfo, sizeof(formatInfo))))
    {
        return 0;
    }
    return formatInfo.PlaneCount;
}

//------------------------------------------------------------------------------------------------
struct CD3DX12_RESOURCE_DESC : public D3D12_RESOURCE_DESC
{
    CD3DX12_RESOURCE_DESC()
    {}
    explicit CD3DX12_RESOURCE_DESC(const D3D12_RESOURCE_DESC& o) :
        D3D12_RESOURCE_DESC(o)
    {}
    CD3DX12_RESOURCE_DESC(
        D3D12_RESOURCE_DIMENSION dimension,
        UINT64                   alignment,
        UINT64                   width,
        UINT                     height,
        UINT16                   depthOrArraySize,
        UINT16                   mipLevels,
        DXGI_FORMAT              format,
        UINT                     sampleCount,
        UINT                     sampleQuality,
        D3D12_TEXTURE_LAYOUT     layout,
        D3D12_RESOURCE_FLAGS     flags)
    {
        Dimension          = dimension;
        Alignment          = alignment;
        Width              = width;
        Height             = height;
        DepthOrArraySize   = depthOrArraySize;
        MipLevels          = mipLevels;
        Format             = format;
        SampleDesc.Count   = sampleCount;
        SampleDesc.Quality = sampleQuality;
        Layout             = layout;
        Flags              = flags;
    }
    static inline CD3DX12_RESOURCE_DESC Buffer(
        const D3D12_RESOURCE_ALLOCATION_INFO& resAllocInfo,
        D3D12_RESOURCE_FLAGS                  flags = D3D12_RESOURCE_FLAG_NONE)
    {
        return CD3DX12_RESOURCE_DESC(D3D12_RESOURCE_DIMENSION_BUFFER, resAllocInfo.Alignment, resAllocInfo.SizeInBytes,
                                     1, 1, 1, DXGI_FORMAT_UNKNOWN, 1, 0, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, flags);
    }
    static inline CD3DX12_RESOURCE_DESC Buffer(
        UINT64               width,
        D3D12_RESOURCE_FLAGS flags     = D3D12_RESOURCE_FLAG_NONE,
        UINT64               alignment = 0)
    {
        return CD3DX12_RESOURCE_DESC(D3D12_RESOURCE_DIMENSION_BUFFER, alignment, width, 1, 1, 1,
                                     DXGI_FORMAT_UNKNOWN, 1, 0, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, flags);
    }
    static inline CD3DX12_RESOURCE_DESC Tex1D(
        DXGI_FORMAT          format,
        UINT64               width,
        UINT16               arraySize = 1,
        UINT16               mipLevels = 0,
        D3D12_RESOURCE_FLAGS flags     = D3D12_RESOURCE_FLAG_NONE,
        D3D12_TEXTURE_LAYOUT layout    = D3D12_TEXTURE_LAYOUT_UNKNOWN,
        UINT64               alignment = 0)
    {
        return CD3DX12_RESOURCE_DESC(D3D12_RESOURCE_DIMENSION_TEXTURE1D, alignment, width, 1, arraySize,
                                     mipLevels, format, 1, 0, layout, flags);
    }
    static inline CD3DX12_RESOURCE_DESC Tex2D(
        DXGI_FORMAT          format,
        UINT64               width,
        UINT                 height,
        UINT16               arraySize     = 1,
        UINT16               mipLevels     = 0,
        UINT                 sampleCount   = 1,
        UINT                 sampleQuality = 0,
        D3D12_RESOURCE_FLAGS flags         = D3D12_RESOURCE_FLAG_NONE,
        D3D12_TEXTURE_LAYOUT layout        = D3D12_TEXTURE_LAYOUT_UNKNOWN,
        UINT64               alignment     = 0)
    {
        return CD3DX12_RESOURCE_DESC(D3D12_RESOURCE_DIMENSION_TEXTURE2D, alignment, width, height, arraySize,
                                     mipLevels, format, sampleCount, sampleQuality, layout, flags);
    }
    static inline CD3DX12_RESOURCE_DESC Tex3D(
        DXGI_FORMAT          format,
        UINT64               width,
        UINT                 height,
        UINT16               depth,
        UINT16               mipLevels = 0,
        D3D12_RESOURCE_FLAGS flags     = D3D12_RESOURCE_FLAG_NONE,
        D3D12_TEXTURE_LAYOUT layout    = D3D12_TEXTURE_LAYOUT_UNKNOWN,
        UINT64               alignment = 0)
    {
        return CD3DX12_RESOURCE_DESC(D3D12_RESOURCE_DIMENSION_TEXTURE3D, alignment, width, height, depth,
                                     mipLevels, format, 1, 0, layout, flags);
    }
    inline UINT16 Depth() const
    {
        return (Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D ? DepthOrArraySize : 1);
    }
    inline UINT16 ArraySize() const
    {
        return (Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE3D ? DepthOrArraySize : 1);
    }
    inline UINT8 PlaneCount(_In_ ID3D12Device* pDevice) const
    {
        return D3D12GetFormatPlaneCount(pDevice, Format);
    }
    inline UINT Subresources(_In_ ID3D12Device* pDevice) const
    {
        return MipLevels * ArraySize() * PlaneCount(pDevice);
    }
    inline UINT CalcSubresource(UINT MipSlice, UINT ArraySlice, UINT PlaneSlice)
    {
        return D3D12CalcSubresource(MipSlice, ArraySlice, PlaneSlice, MipLevels, ArraySize());
    }
    operator const D3D12_RESOURCE_DESC&() const { return *this; }
};
inline bool operator==(const D3D12_RESOURCE_DESC& l, const D3D12_RESOURCE_DESC& r)
{
    return l.Dimension == r.Dimension &&
        l.Alignment == r.Alignment &&
        l.Width == r.Width &&
        l.Height == r.Height &&
        l.DepthOrArraySize == r.DepthOrArraySize &&
        l.MipLevels == r.MipLevels &&
        l.Format == r.Format &&
        l.SampleDesc.Count == r.SampleDesc.Count &&
        l.SampleDesc.Quality == r.SampleDesc.Quality &&
        l.Layout == r.Layout &&
        l.Flags == r.Flags;
}
inline bool operator!=(const D3D12_RESOURCE_DESC& l, const D3D12_RESOURCE_DESC& r)
{
    return !(l == r);
}

//------------------------------------------------------------------------------------------------
// Row-by-row memcpy
inline void MemcpySubresource(
    _In_ const D3D12_MEMCPY_DEST* pDest,
    _In_ const D3D12_SUBRESOURCE_DATA* pSrc,
    SIZE_T                             RowSizeInBytes,
    UINT                               NumRows,
    UINT                               NumSlices)
{
    for (UINT z = 0; z < NumSlices; ++z)
    {
        BYTE*       pDestSlice = reinterpret_cast<BYTE*>(pDest->pData) + pDest->SlicePitch * z;
        const BYTE* pSrcSlice  = reinterpret_cast<const BYTE*>(pSrc->pData) + pSrc->SlicePitch * z;
        for (UINT y = 0; y < NumRows; ++y)
        {
            memcpy(pDestSlice + pDest->RowPitch * y,
                   pSrcSlice + pSrc->RowPitch * y,
                   RowSizeInBytes);
        }
    }
}

//------------------------------------------------------------------------------------------------
// Returns required size of a buffer to be used for data upload
inline UINT64 GetRequiredIntermediateSize(
    _In_ ID3D12Resource*                                          pDestinationResource,
    _In_range_(0, D3D12_REQ_SUBRESOURCES) UINT                    FirstSubresource,
    _In_range_(0, D3D12_REQ_SUBRESOURCES - FirstSubresource) UINT NumSubresources)
{
    D3D12_RESOURCE_DESC Desc         = pDestinationResource->GetDesc();
    UINT64              RequiredSize = 0;

    ID3D12Device* pDevice;
    pDestinationResource->GetDevice(__uuidof(*pDevice), reinterpret_cast<void**>(&pDevice));
    pDevice->GetCopyableFootprints(&Desc, FirstSubresource, NumSubresources, 0, nullptr, nullptr, nullptr, &RequiredSize);
    pDevice->Release();

    return RequiredSize;
}

//------------------------------------------------------------------------------------------------
// All arrays must be populated (e.g. by calling GetCopyableFootprints)
inline UINT64 UpdateSubresources(
    _In_ ID3D12GraphicsCommandList* pCmdList,
    _In_ ID3D12Resource* pDestinationResource,
    _In_ ID3D12Resource*                                                  pIntermediate,
    _In_range_(0, D3D12_REQ_SUBRESOURCES) UINT                            FirstSubresource,
    _In_range_(0, D3D12_REQ_SUBRESOURCES - FirstSubresource) UINT         NumSubresources,
    UINT64                                                                RequiredSize,
    _In_reads_(NumSubresources) const D3D12_PLACED_SUBRESOURCE_FOOTPRINT* pLayouts,
    _In_reads_(NumSubresources) const UINT*                               pNumRows,
    _In_reads_(NumSubresources) const UINT64*                             pRowSizesInBytes,
    _In_reads_(NumSubresources) const D3D12_SUBRESOURCE_DATA*             pSrcData)
{
    // Minor validation
    D3D12_RESOURCE_DESC IntermediateDesc = pIntermediate->GetDesc();
    D3D12_RESOURCE_DESC DestinationDesc  = pDestinationResource->GetDesc();
    if (IntermediateDesc.Dimension != D3D12_RESOURCE_DIMENSION_BUFFER ||
        IntermediateDesc.Width < RequiredSize + pLayouts[0].Offset ||
        RequiredSize > (SIZE_T)-1 ||
        (DestinationDesc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER &&
         (FirstSubresource != 0 || NumSubresources != 1)))
    {
        return 0;
    }

    BYTE*   pData;
    HRESULT hr = pIntermediate->Map(0, NULL, reinterpret_cast<void**>(&pData));
    if (FAILED(hr))
    {
        return 0;
    }

    for (UINT i = 0; i < NumSubresources; ++i)
    {
        if (pRowSizesInBytes[i] > (SIZE_T)-1) return 0;
        D3D12_MEMCPY_DEST DestData = {pData + pLayouts[i].Offset, pLayouts[i].Footprint.RowPitch, pLayouts[i].Footprint.RowPitch * pNumRows[i]};
        MemcpySubresource(&DestData, &pSrcData[i], (SIZE_T)pRowSizesInBytes[i], pNumRows[i], pLayouts[i].Footprint.Depth);
    }
    pIntermediate->Unmap(0, NULL);

    if (DestinationDesc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
    {
        CD3DX12_BOX SrcBox(UINT(pLayouts[0].Offset), UINT(pLayouts[0].Offset + pLayouts[0].Footprint.Width));
        pCmdList->CopyBufferRegion(
            pDestinationResource, 0, pIntermediate, pLayouts[0].Offset, pLayouts[0].Footprint.Width);
    }
    else
    {
        for (UINT i = 0; i < NumSubresources; ++i)
        {
            CD3DX12_TEXTURE_COPY_LOCATION Dst(pDestinationResource, i + FirstSubresource);
            CD3DX12_TEXTURE_COPY_LOCATION Src(pIntermediate, pLayouts[i]);
            pCmdList->CopyTextureRegion(&Dst, 0, 0, 0, &Src, nullptr);
        }
    }
    return RequiredSize;
}

//------------------------------------------------------------------------------------------------
// Heap-allocating UpdateSubresources implementation
inline UINT64 UpdateSubresources(
    _In_ ID3D12GraphicsCommandList* pCmdList,
    _In_ ID3D12Resource* pDestinationResource,
    _In_ ID3D12Resource*                                          pIntermediate,
    UINT64                                                        IntermediateOffset,
    _In_range_(0, D3D12_REQ_SUBRESOURCES) UINT                    FirstSubresource,
    _In_range_(0, D3D12_REQ_SUBRESOURCES - FirstSubresource) UINT NumSubresources,
    _In_reads_(NumSubresources) D3D12_SUBRESOURCE_DATA*           pSrcData)
{
    UINT64 RequiredSize = 0;
    UINT64 MemToAlloc   = static_cast<UINT64>(sizeof(D3D12_PLACED_SUBRESOURCE_FOOTPRINT) + sizeof(UINT) + sizeof(UINT64)) * NumSubresources;
    if (MemToAlloc > SIZE_MAX)
    {
        return 0;
    }
    void* pMem = HeapAlloc(GetProcessHeap(), 0, static_cast<SIZE_T>(MemToAlloc));
    if (pMem == NULL)
    {
        return 0;
    }
    D3D12_PLACED_SUBRESOURCE_FOOTPRINT* pLayouts         = reinterpret_cast<D3D12_PLACED_SUBRESOURCE_FOOTPRINT*>(pMem);
    UINT64*                             pRowSizesInBytes = reinterpret_cast<UINT64*>(pLayouts + NumSubresources);
    UINT*                               pNumRows         = reinterpret_cast<UINT*>(pRowSizesInBytes + NumSubresources);

    D3D12_RESOURCE_DESC Desc = pDestinationResource->GetDesc();
    ID3D12Device*       pDevice;
    pDestinationResource->GetDevice(__uuidof(*pDevice), reinterpret_cast<void**>(&pDevice));
    pDevice->GetCopyableFootprints(&Desc, FirstSubresource, NumSubresources, IntermediateOffset, pLayouts, pNumRows, pRowSizesInBytes, &RequiredSize);
    pDevice->Release();

    UINT64 Result = UpdateSubresources(pCmdList, pDestinationResource, pIntermediate, FirstSubresource, NumSubresources, RequiredSize, pLayouts, pNumRows, pRowSizesInBytes, pSrcData);
    HeapFree(GetProcessHeap(), 0, pMem);
    return Result;
}

//------------------------------------------------------------------------------------------------
// Stack-allocating UpdateSubresources implementation
template <UINT MaxSubresources>
inline UINT64 UpdateSubresources(
    _In_ ID3D12GraphicsCommandList* pCmdList,
    _In_ ID3D12Resource* pDestinationResource,
    _In_ ID3D12Resource*                                   pIntermediate,
    UINT64                                                 IntermediateOffset,
    _In_range_(0, MaxSubresources) UINT                    FirstSubresource,
    _In_range_(1, MaxSubresources - FirstSubresource) UINT NumSubresources,
    _In_reads_(NumSubresources) D3D12_SUBRESOURCE_DATA*    pSrcData)
{
    UINT64                             RequiredSize = 0;
    D3D12_PLACED_SUBRESOURCE_FOOTPRINT Layouts[MaxSubresources];
    UINT                               NumRows[MaxSubresources];
    UINT64                             RowSizesInBytes[MaxSubresources];

    D3D12_RESOURCE_DESC Desc = pDestinationResource->GetDesc();
    ID3D12Device*       pDevice;
    pDestinationResource->GetDevice(__uuidof(*pDevice), reinterpret_cast<void**>(&pDevice));
    pDevice->GetCopyableFootprints(&Desc, FirstSubresource, NumSubresources, IntermediateOffset, Layouts, NumRows, RowSizesInBytes, &RequiredSize);
    pDevice->Release();

    return UpdateSubresources(pCmdList, pDestinationResource, pIntermediate, FirstSubresource, NumSubresources, RequiredSize, Layouts, NumRows, RowSizesInBytes, pSrcData);
}

//------------------------------------------------------------------------------------------------
inline bool D3D12IsLayoutOpaque(D3D12_TEXTURE_LAYOUT Layout)
{
    return Layout == D3D12_TEXTURE_LAYOUT_UNKNOWN || Layout == D3D12_TEXTURE_LAYOUT_64KB_UNDEFINED_SWIZZLE;
}

//------------------------------------------------------------------------------------------------
inline ID3D12CommandList* const* CommandListCast(ID3D12GraphicsCommandList* const* pp)
{
    // This cast is useful for passing strongly typed command list pointers into
    // ExecuteCommandLists.
    // This cast is valid as long as the const-ness is respected. D3D12 APIs do
    // respect the const-ness of their arguments.
    return reinterpret_cast<ID3D12CommandList* const*>(pp);
}


#endif // defined( __cplusplus )

#endif //__D3DX12_H__
