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# D3D12Buffer
**命名空间**: `XCEngine::RHI`
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**类型**: `class` (继承自 `RHIBuffer`)
**描述**: DirectX 12 缓冲区的 D3D12 实现,继承自 `RHIBuffer`
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## 概述
`D3D12Buffer` 是 RHI 缓冲区接口的 DirectX 12 后端实现。该类封装了 `ID3D12Resource` 对象,提供缓冲区的创建、初始化、数据更新和状态管理功能。支持顶点缓冲区、索引缓冲区、常量缓冲区等多种缓冲区类型。
## 公共方法
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### D3D12 特有方法
| 方法 | 描述 |
|------|------|
| [`Initialize`](initialize.md) | 初始化缓冲区 |
| [`InitializeFromExisting`](initialize-from-existing.md) | 从现有资源初始化 |
| [`InitializeWithData`](initialize-with-data.md) | 初始化并写入数据 |
| [`UpdateData`](update-data.md) | 更新数据 |
| [`GetResource`](get-resource.md) | 获取 D3D12 资源 |
| [`GetDesc`](get-desc.md) | 获取描述符 |
| [`GetGPUVirtualAddress`](get-gpu-virtual-address.md) | 获取 GPU 虚拟地址 |
| [`GetGPUAddress`](get-gpu-address.md) | 获取 GPU 地址 |
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### 继承自 RHIBuffer 的方法
| 方法 | 描述 |
|------|------|
| [`Shutdown`](../../buffer/shutdown.md) | 关闭缓冲区 |
| [`Map`](../../buffer/map.md) | 映射缓冲区 |
| [`Unmap`](../../buffer/unmap.md) | 取消映射 |
| [`SetData`](../../buffer/set-data.md) | 设置数据 |
| [`GetSize`](../../buffer/get-size.md) | 获取缓冲区大小 |
| [`GetState`](../../buffer/get-state.md) | 获取资源状态 |
| [`SetState`](../../buffer/set-state.md) | 设置资源状态 |
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| [`GetName`](../../buffer/get-name.md) | 获取资源名称 |
| [`SetName`](../../buffer/set-name.md) | 设置资源名称 |
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| [`GetStride`](../../buffer/get-stride.md) | 获取步长 |
| [`SetStride`](../../buffer/set-stride.md) | 设置步长 |
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| [`GetBufferType`](../../buffer/get-buffer-type.md) | 获取缓冲区类型 |
| [`SetBufferType`](../../buffer/set-buffer-type.md) | 设置缓冲区类型 |
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| [`GetNativeHandle`](../../buffer/get-native-handle.md) | 获取原生句柄 |
## 使用示例
```cpp
// 创建顶点缓冲区
D3D12Buffer vertexBuffer;
vertexBuffer.Initialize(
device,
sizeof(Vertex) * vertexCount,
D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER,
D3D12_HEAP_TYPE_DEFAULT);
vertexBuffer.SetName(L"VertexBuffer");
vertexBuffer.SetBufferType(BufferType::Vertex);
vertexBuffer.SetStride(sizeof(Vertex));
// 创建索引缓冲区(带初始数据)
D3D12Buffer indexBuffer;
uint16_t indices[] = { 0, 1, 2, 1, 3, 2 };
indexBuffer.InitializeWithData(
device,
commandList,
indices,
sizeof(indices),
D3D12_RESOURCE_STATE_INDEX_BUFFER);
// 使用 UPLOAD 堆更新数据
D3D12Buffer uploadBuffer;
uploadBuffer.Initialize(device, uploadSize, D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_HEAP_TYPE_UPLOAD);
uploadBuffer.UpdateData(newData, dataSize);
```
## 相关文档
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- [D3D12 后端总览](../../d3d12/d3d12.md)
- [RHIBuffer](../../buffer/buffer.md) - 抽象缓冲区接口