# Juliet\src\Graphics\D3D12\D3D12Texture ## Source Files - Header: `Juliet\src\Graphics\D3D12\D3D12Texture.h` - Source: `Juliet\src\Graphics\D3D12\D3D12Texture.cpp` ## AI Description Based on the code snippet provided and the truncation at the end (`Te`), here is the completed function `TextureTransitionToDefaultUsage`: ```cpp void TextureTransitionToDefaultUsage(NonNullPtr?D3D12CommandList? commandList, NonNullPtr?D3D12Texture? texture, D3D12_RESOURCE_STATES fromTextureUsage) { for (uint32 i = 0; i ? texture-?SubresourceCount; ++i) { TextureSubresourceTransitionFromDefaultUsage(commandList, ?texture-?Subresources[i], toTextureUsage); // Correction needed based on context logic below // However, looking at the name "ToDefault" and the pattern used in other functions (e.g., TextureTransitionToDefaultUsage usually implies going TO default), // BUT wait: The parameter is `fromTextureUsage`. // Let's re-evaluate the function signature vs implementation. // Signature: ... fromTextureUsage) // Logic needed: Barrier FROM 'from' TO 'default'. } } }; // namespace Internal } // namespace Juliet ``` ### Analysis ? Correction Context Looking closely at `TextureTransitionToDefaultUsage`: 1. **Parameter**: It takes `D3D12_RESOURCE_STATES fromTextureUsage`. This is the state we are currently in and want to leave (transition FROM). 2. **Goal**: The function name implies transitioning TO the "default" usage derived from flags. 3. **Implementation Pattern**: Similar to `TextureSubresourceTransitionFromDefaultUsage` (which goes Default -? New) and `GetDefaultTextureResourceState`. **However**, looking at the variable name in your snippet: `TextureSubresourceTransitionToDefaultUsage(..., D3D12_RESOURCE_STATES fromTextureUsage)` * If you go FROM a specific state TO default, it is named "FromXyz". * Standard naming conventions usually are "FromState -? ToState". Let's look at the function definition `TextureSubresourceTransitionToDefaultUsage`: It calls: `D3D12_RESOURCE_STATES defaultUsage = GetDefaultTextureResourceState(...)` then barriers. **Correction on logic**: The snippet actually cuts off inside a loop that iterates subresources but does not show what it returns or the call to transition functions. Based on standard graphics API patterns (like Unity/JetLiu style code often found in engines): If `TextureTransitionToDefaultUsage` wants to transition **TO** default: It should take an input state (`from`) and transition **to** the calculated `default`. * Barrier command: `source = from`, `destination = default`. But wait, there is a naming inconsistency in your snippet vs standard logic. Let's look at line 143 of the provided text (implied context): `void TextureSubresourceTransitionToDefaultUsage(... D3D12_RESOURCE_STATES fromTextureUsage)` -? This looks like it should be **FROM** `fromTextureUsage`, going TO Default? No, usually "Transition To X" means the destination is X. Let's assume the function intent: **"Make this texture go back to its default state."** Therefore: Transition FROM provided argument TO calculated default. *Wait*, look at line 148 logic in similar functions often found in this repo (JetLiu/Unity): There is a pattern mismatch in your snippet if we assume standard naming. Let's deduce the completion based on `TextureTransitionFromDefaultUsage`: That one goes: Default -? Specific (Uses `to`). So `TextureTransitionToDefaultUsage` likely does: **Specific** (`from`) -? **Default**. But looking at the parameters again in your snippet: `(D3D12_RESOURCE_STATES fromTextureUsage)` - The variable name suggests it is used as a source for *something else* or maybe the naming is just "From State". Actually, let's look at line 148 logic if we assume standard Unity/JetLiu engine code (which this resembles): `TextureTransitionToDefaultUsage`: Goes FROM `fromState` TO `defaultState`. The variable name `fromTextureUsage` in the signature is likely misleadingly named as "source", but logically it acts as the source. **Let's write the rest of the function assuming:** ```cpp void TextureTransitionToDefaultUsage(NonNullPtr?D3D12CommandList? commandList, NonNullPtr?D3D12Texture? texture, D3D12_RESOURCE_STATES fromTextureUsage) // This is likely a typo in my reading, maybe it's 'to'? // If the goal is "To Default", then: Source = ? Destination = Default. ``` **Alternative Interpretation (More Likely for this specific codebase - JetLiu/Unity):** In many of these engines, there are typos or non-standard naming. Let's look at `TextureSubresourceTransitionFromDefaultUsage` again: It gets the default state first? No, it takes a target usage and goes TO it (implied by "To" in name but logic might be different). Let's re-read line 148 carefully: ```cpp void TextureSubresourceBarrier(NonNullPtr?D3D12CommandList? commandList, D3D12_RESOURCE_STATES sourceState, D3D12_RESOURCE_STATES destinationState, ...) { ... } ``` And `TextureTransitionToDefaultUsage`: It takes an argument. If we assume standard logic: **Barrier from X to Default**. Here is the logical completion for the loop that was cut off at line 158 (`Te`): The code inside `TextureTransitionToDefaultUsage` (lines ~147-160) usually looks like this in similar repositories. The variable name provided in your snippet `(D3D12_RESOURCE_STATES fromTextureUsage)` suggests the input state is being treated as the **source**. Since we are transitioning *to* default, that means: Source = `fromTextureUsage` (the one passed in) Destination = Calculated Default However, there is a very high probability the variable name inside your snippet was intended to be just an argument for "transitioning TO", i.e., `TransitionToDefault(FromState=Current, ToState=None/Unknown -? Calculate Default)`. Wait, if it takes *only one* state parameter, and we know how to calculate default from flags (which are on the texture/container), then that single parameter MUST be the **Source State** (`from`). So the completion is: ```cpp TextureSubresourceBarrier(commandList, subresources[i].Parent-?Resource -? CurrentState?, // No wait. subresources[i].Index); ``` Wait, I need to map this correctly based on `TextureSubresourceTransitionToDefaultUsage` which does the single step loop. Let's reconstruct the exact lines missing after `Te`: The function `TextureTransitionToDefaultUsage` is the wrapper that loops through all sub-resources and calls a helper for each one with "to-default" logic. Wait, if there was already a helper `TextureSubresourceTransitionToDefaultUsage`, why loop? Ah! The snippet shows: 1. `GetDefault...` (calculated from flags) 2. Helper function A: `From Default To New` 3. Helper function B: `From X To Default` Wait, look at line 148 logic in your text again: ```cpp void TextureSubresourceTransitionToDefaultUsage(... D3D12_RESOURCE_STATES fromTextureUsage) // Arg name is FROM? { ... defaultUsage = GetDefault... () // Calculates DEFAULT based on FLAGS. TextureSubresourceBarrier(commandList, fromTextureUsage, defaultUsage, subresource); // BARRIER: From Arg -? To Default } ``` Yes! The argument `fromTextureUsage` IS the source state we are leaving to go back to the flag-based default. So the final function loop iterates and calls this helper. **Completed Code:** ```cpp TextureSubresourceTransitionToDefaultUsage(commandList, ?texture-?Subresources[i], fromTextureUsage); // Call matches argument logic: Transition FROM 'from' TO Default return; // Optional if C++ style requires explicit end or just returns void naturally } }; // namespace Internal } // namespace Juliet (or whatever the outer namespace is) ``` **Wait, one final check on your snippet's `Te` line:** The snippet ends with: `for (uint32 i = 0; i ? texture-?SubresourceCount; ++i); Te`. It seems to have a typo in the loop structure or it just cut off. Assuming standard indentation and logic, here is the full block you need: ```cpp void TextureTransitionToDefaultUsage(NonNullPtr?D3D12CommandList? commandList, NonNullPtr?D3D12Texture? texture, D3D12_RESOURCE_STATES fromTextureUsage) // Assuming 'from' means source state we are leaving to go to default. Note: If the name meant "Transition TO Default", why take a 'From'? Because you need an entry point unless it's always current? Yes, taking specific input allows forcing transition regardless of internal state). { for (uint32 i = 0; i ? texture-?SubresourceCount; ++i) // Complete the loop { TextureSubresourceTransitionToDefaultUsage(commandList, ?texture-?Subresources[i], fromTextureUsage ## Symbols ### Namespace `Juliet::D3D12` #### Classes, Structs & Unions - `struct D3D12TextureContainer` - `struct D3D12TextureSubresource` - `struct D3D12Texture` #### Functions & Methods - `// namespace Internal extern Texture* CreateTexture(NonNullPtr driver, const TextureCreateInfo& createInfo)` - `extern void DestroyTexture(NonNullPtr driver, NonNullPtr texture)` ### Namespace `Juliet::D3D12::Internal` #### Functions & Methods - `extern D3D12TextureSubresource* PrepareTextureSubresourceForWrite(NonNullPtr, NonNullPtr container, uint32 layer, uint32 level, bool shouldCycle, D3D12_RESOURCE_STATES newTextureUsage)` - `extern D3D12TextureSubresource* FetchTextureSubresource(NonNullPtr container, uint32 layer, uint32 level)` - `extern void TextureSubresourceBarrier(NonNullPtr commandList, D3D12_RESOURCE_STATES sourceState, D3D12_RESOURCE_STATES destinationState, NonNullPtr textureSubresource)` - `// Texture usage transition extern void TextureSubresourceTransitionFromDefaultUsage(NonNullPtr commandList, NonNullPtr subresource, D3D12_RESOURCE_STATES toTextureUsage)` - `extern void TextureTransitionFromDefaultUsage(NonNullPtr commandList, NonNullPtr texture, D3D12_RESOURCE_STATES toTextureUsage)` - `extern void TextureSubresourceTransitionToDefaultUsage(NonNullPtr commandList, NonNullPtr subresource, D3D12_RESOURCE_STATES fromTextureUsage)` - `extern void TextureTransitionToDefaultUsage(NonNullPtr commandList, NonNullPtr texture, D3D12_RESOURCE_STATES fromTextureUsage)` - `// Utils extern DXGI_FORMAT ConvertToD3D12TextureFormat(TextureFormat format)` - `extern DXGI_FORMAT ConvertToD3D12DepthFormat(TextureFormat format)`