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XCEngine/engine/src/RHI/D3D12/D3D12DescriptorSet.cpp

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#include "XCEngine/RHI/D3D12/D3D12DescriptorSet.h"
#include "XCEngine/RHI/D3D12/D3D12DescriptorHeap.h"
namespace XCEngine {
namespace RHI {
D3D12DescriptorSet::D3D12DescriptorSet()
: m_heap(nullptr)
, m_offset(0)
, m_count(0)
, m_bindingCount(0)
, m_bindings(nullptr) {
}
D3D12DescriptorSet::~D3D12DescriptorSet() {
Shutdown();
}
bool D3D12DescriptorSet::Initialize(D3D12DescriptorHeap* heap, uint32_t offset, uint32_t count, const DescriptorSetLayoutDesc& layout) {
m_heap = heap;
m_offset = offset;
m_count = count;
m_bindingCount = layout.bindingCount;
if (layout.bindingCount > 0 && layout.bindings != nullptr) {
m_bindings = new DescriptorSetLayoutBinding[layout.bindingCount];
for (uint32_t i = 0; i < layout.bindingCount; ++i) {
m_bindings[i] = layout.bindings[i];
}
}
return true;
}
void D3D12DescriptorSet::Shutdown() {
m_heap = nullptr;
m_offset = 0;
m_count = 0;
m_bindingCount = 0;
if (m_bindings != nullptr) {
delete[] m_bindings;
m_bindings = nullptr;
}
}
void D3D12DescriptorSet::Update(uint32_t offset, RHIResourceView* view) {
(void)offset;
(void)view;
}
void D3D12DescriptorSet::UpdateSampler(uint32_t offset, RHISampler* sampler) {
(void)offset;
(void)sampler;
}
void* D3D12DescriptorSet::GetNativeHandle() {
return this;
}
D3D12_GPU_DESCRIPTOR_HANDLE D3D12DescriptorSet::GetGPUHandle(uint32_t index) const {
if (m_heap == nullptr) {
return D3D12_GPU_DESCRIPTOR_HANDLE{0};
}
GPUDescriptorHandle handle = m_heap->GetGPUDescriptorHandle(m_offset + index);
return D3D12_GPU_DESCRIPTOR_HANDLE{ handle.ptr };
}
} // namespace RHI
} // namespace XCEngine