feat: 实现 D3D12Texture 和 D3D12Buffer 资源类

- 添加 D3D12Texture.h/cpp - 纹理资源封装
- 添加 D3D12Buffer.h/cpp - 缓冲区资源封装
- 支持 CreateCommittedResource 创建资源
- 测试通过
This commit is contained in:
2026-03-15 18:45:11 +08:00
parent 2a8f50134c
commit 017bbf281d
5 changed files with 182 additions and 0 deletions

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@@ -89,7 +89,9 @@ add_library(XCEngine STATIC
include/XCEngine/RHI/D3D12/D3D12CommandAllocator.h
include/XCEngine/RHI/D3D12/D3D12CommandList.h
include/XCEngine/RHI/D3D12/D3D12DescriptorHeap.h
include/XCEngine/RHI/D3D12/D3D12Buffer.h
include/XCEngine/RHI/D3D12/D3D12PipelineState.h
include/XCEngine/RHI/D3D12/D3D12Texture.h
include/XCEngine/RHI/D3D12/D3D12RootSignature.h
include/XCEngine/RHI/D3D12/D3D12SwapChain.h
include/XCEngine/RHI/D3D12/D3D12Fence.h
@@ -99,7 +101,9 @@ add_library(XCEngine STATIC
src/RHI/D3D12CommandAllocator.cpp
src/RHI/D3D12CommandList.cpp
src/RHI/D3D12DescriptorHeap.cpp
src/RHI/D3D12Buffer.cpp
src/RHI/D3D12PipelineState.cpp
src/RHI/D3D12Texture.cpp
src/RHI/D3D12RootSignature.cpp
src/RHI/D3D12SwapChain.cpp
src/RHI/D3D12Fence.cpp

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@@ -0,0 +1,33 @@
#pragma once
#include <d3d12.h>
#include <wrl/client.h>
#include "D3D12Enum.h"
using Microsoft::WRL::ComPtr;
namespace XCEngine {
namespace RHI {
class D3D12Buffer {
public:
D3D12Buffer();
~D3D12Buffer();
bool Initialize(ID3D12Device* device, uint64_t size, D3D12_RESOURCE_STATES initialState = D3D12_RESOURCE_STATE_COMMON);
bool InitializeFromExisting(ID3D12Resource* resource);
void Shutdown();
ID3D12Resource* GetResource() const { return m_resource.Get(); }
D3D12_RESOURCE_DESC GetDesc() const { return m_resource->GetDesc(); }
uint64_t GetSize() const { return GetDesc().Width; }
D3D12_GPU_VIRTUAL_ADDRESS GetGPUVirtualAddress() const { return m_resource->GetGPUVirtualAddress(); }
private:
ComPtr<ID3D12Resource> m_resource;
};
} // namespace RHI
} // namespace XCEngine

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@@ -0,0 +1,36 @@
#pragma once
#include <d3d12.h>
#include <wrl/client.h>
#include "D3D12Enum.h"
using Microsoft::WRL::ComPtr;
namespace XCEngine {
namespace RHI {
class D3D12Texture {
public:
D3D12Texture();
~D3D12Texture();
bool Initialize(ID3D12Device* device, const D3D12_RESOURCE_DESC& desc, D3D12_RESOURCE_STATES initialState = D3D12_RESOURCE_STATE_COMMON);
bool InitializeFromExisting(ID3D12Resource* resource);
void Shutdown();
ID3D12Resource* GetResource() const { return m_resource.Get(); }
D3D12_RESOURCE_DESC GetDesc() const { return m_resource->GetDesc(); }
uint32_t GetWidth() const { return static_cast<uint32_t>(GetDesc().Width); }
uint32_t GetHeight() const { return GetDesc().Height; }
uint32_t GetDepth() const { return GetDesc().DepthOrArraySize; }
uint32_t GetMipLevels() const { return GetDesc().MipLevels; }
DXGI_FORMAT GetFormat() const { return GetDesc().Format; }
private:
ComPtr<ID3D12Resource> m_resource;
};
} // namespace RHI
} // namespace XCEngine

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@@ -0,0 +1,60 @@
#include "XCEngine/RHI/D3D12/D3D12Buffer.h"
namespace XCEngine {
namespace RHI {
D3D12Buffer::D3D12Buffer() {
}
D3D12Buffer::~D3D12Buffer() {
Shutdown();
}
bool D3D12Buffer::Initialize(ID3D12Device* device, uint64_t size, D3D12_RESOURCE_STATES initialState) {
D3D12_HEAP_PROPERTIES heapProperties = {};
heapProperties.Type = D3D12_HEAP_TYPE_DEFAULT;
heapProperties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProperties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProperties.CreationNodeMask = 0;
heapProperties.VisibleNodeMask = 0;
D3D12_RESOURCE_DESC bufferDesc = {};
bufferDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
bufferDesc.Alignment = 0;
bufferDesc.Width = size;
bufferDesc.Height = 1;
bufferDesc.DepthOrArraySize = 1;
bufferDesc.MipLevels = 1;
bufferDesc.Format = DXGI_FORMAT_UNKNOWN;
bufferDesc.SampleDesc.Count = 1;
bufferDesc.SampleDesc.Quality = 0;
bufferDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
bufferDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
HRESULT hResult = device->CreateCommittedResource(
&heapProperties,
D3D12_HEAP_FLAG_NONE,
&bufferDesc,
initialState,
nullptr,
IID_PPV_ARGS(&m_resource)
);
if (FAILED(hResult)) {
return false;
}
return true;
}
bool D3D12Buffer::InitializeFromExisting(ID3D12Resource* resource) {
m_resource = resource;
return true;
}
void D3D12Buffer::Shutdown() {
m_resource.Reset();
}
} // namespace RHI
} // namespace XCEngine

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@@ -0,0 +1,49 @@
#include "XCEngine/RHI/D3D12/D3D12Texture.h"
namespace XCEngine {
namespace RHI {
D3D12Texture::D3D12Texture() {
}
D3D12Texture::~D3D12Texture() {
Shutdown();
}
bool D3D12Texture::Initialize(ID3D12Device* device, const D3D12_RESOURCE_DESC& desc, D3D12_RESOURCE_STATES initialState) {
D3D12_HEAP_PROPERTIES heapProperties = {};
heapProperties.Type = D3D12_HEAP_TYPE_DEFAULT;
heapProperties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProperties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapProperties.CreationNodeMask = 0;
heapProperties.VisibleNodeMask = 0;
D3D12_CLEAR_VALUE* pOptimizedClearValue = nullptr;
HRESULT hResult = device->CreateCommittedResource(
&heapProperties,
D3D12_HEAP_FLAG_NONE,
&desc,
initialState,
pOptimizedClearValue,
IID_PPV_ARGS(&m_resource)
);
if (FAILED(hResult)) {
return false;
}
return true;
}
bool D3D12Texture::InitializeFromExisting(ID3D12Resource* resource) {
m_resource = resource;
return true;
}
void D3D12Texture::Shutdown() {
m_resource.Reset();
}
} // namespace RHI
} // namespace XCEngine