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Feb 25th, 2018
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  1. {
  2. hra::HeapDescriptor buffer_heap_descriptor;
  3. buffer_heap_descriptor.host_visible = true;
  4. buffer_heap_descriptor.buffer_requirements =
  5. {
  6. hra::BufferUsageFlag::VertexBuffer | hra::BufferUsageFlag::ConstantBuffer,
  7. hra::BufferUsageFlag::IndexBuffer
  8. };
  9.  
  10. std::unique_ptr<hra::Heap> buffer_heap = device->CreateHeap(buffer_heap_descriptor);
  11.  
  12. hra::HeapDescriptor rendertarget_heap_descriptor;
  13. rendertarget_heap_descriptor.device_local = true;
  14. rendertarget_heap_descriptor.texture_requirements =
  15. {
  16. hra::TextureUsageFlag::RenderTarget | hra::TextureUsageFlag::ShaderRead
  17. };
  18.  
  19. std::unique_ptr<hra::Heap> rendertarget_heap = device->CreateHeap(rendertarget_heap_descriptor);
  20. }
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