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XCEngine/new_editor/app/Host/D3D12WindowRenderer.h

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#pragma once
#ifndef NOMINMAX
#define NOMINMAX
#endif
#include <XCEngine/Rendering/RenderContext.h>
#include <XCEngine/Rendering/RenderSurface.h>
#include <XCEngine/RHI/D3D12/D3D12CommandList.h>
#include <XCEngine/RHI/D3D12/D3D12CommandQueue.h>
#include <XCEngine/RHI/D3D12/D3D12DescriptorHeap.h>
#include <XCEngine/RHI/D3D12/D3D12Device.h>
#include <XCEngine/RHI/D3D12/D3D12SwapChain.h>
#include <XCEngine/RHI/D3D12/D3D12Texture.h>
#include <XCEngine/RHI/RHICommandList.h>
#include <XCEngine/RHI/RHICommandQueue.h>
#include <XCEngine/RHI/RHIDescriptorPool.h>
#include <XCEngine/RHI/RHIDevice.h>
#include <XCEngine/RHI/RHIResourceView.h>
#include <XCEngine/RHI/RHITexture.h>
#include <XCEngine/RHI/RHISwapChain.h>
#include <d3d12.h>
#include <windows.h>
#include <vector>
namespace XCEngine::UI::Editor::Host {
class D3D12WindowRenderer {
public:
static constexpr UINT kSrvDescriptorCount = 64;
static constexpr std::uint32_t kSwapChainBufferCount = 3;
bool Initialize(HWND hwnd, int width, int height);
void Shutdown();
void Resize(int width, int height);
bool BeginFrame();
bool SubmitFrame(bool presentSwapChain);
ID3D12Device* GetDevice() const;
ID3D12DescriptorHeap* GetSrvHeap() const;
ID3D12CommandQueue* GetCommandQueue() const;
void AllocateShaderResourceDescriptor(
D3D12_CPU_DESCRIPTOR_HANDLE* outCpuHandle,
D3D12_GPU_DESCRIPTOR_HANDLE* outGpuHandle);
bool CreateShaderResourceTextureDescriptor(
::XCEngine::RHI::RHIDevice* device,
::XCEngine::RHI::RHITexture* texture,
D3D12_CPU_DESCRIPTOR_HANDLE* outCpuHandle,
D3D12_GPU_DESCRIPTOR_HANDLE* outGpuHandle);
void FreeShaderResourceDescriptor(
D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle,
D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle);
UINT GetSrvDescriptorSize() const;
UINT GetSrvDescriptorCount() const;
::XCEngine::RHI::RHIDevice* GetRHIDevice() const;
::XCEngine::RHI::RHISwapChain* GetSwapChain() const;
const ::XCEngine::Rendering::RenderSurface* GetCurrentRenderSurface() const;
::XCEngine::Rendering::RenderContext GetRenderContext() const;
private:
::XCEngine::RHI::D3D12Device* GetD3D12Device() const;
::XCEngine::RHI::D3D12CommandQueue* GetD3D12CommandQueue() const;
::XCEngine::RHI::D3D12CommandList* GetD3D12CommandList() const;
::XCEngine::RHI::D3D12SwapChain* GetD3D12SwapChain() const;
void AllocateShaderResourceDescriptorInternal(
D3D12_CPU_DESCRIPTOR_HANDLE* outCpuHandle,
D3D12_GPU_DESCRIPTOR_HANDLE* outGpuHandle);
void FreeShaderResourceDescriptorInternal(
D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle,
D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle);
void WaitForGpuIdle();
void ReleaseBackBufferViews();
bool RecreateBackBufferViews();
HWND m_hwnd = nullptr;
int m_width = 0;
int m_height = 0;
::XCEngine::RHI::RHIDevice* m_device = nullptr;
::XCEngine::RHI::RHICommandQueue* m_commandQueue = nullptr;
::XCEngine::RHI::RHICommandList* m_commandList = nullptr;
::XCEngine::RHI::RHISwapChain* m_swapChain = nullptr;
::XCEngine::RHI::RHIDescriptorPool* m_srvPool = nullptr;
::XCEngine::RHI::D3D12DescriptorHeap* m_srvHeap = nullptr;
std::vector<bool> m_srvUsage = {};
std::vector<::XCEngine::RHI::RHIResourceView*> m_backBufferViews = {};
std::vector<::XCEngine::Rendering::RenderSurface> m_backBufferSurfaces = {};
UINT m_srvDescriptorSize = 0;
};
} // namespace XCEngine::UI::Editor::Host