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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#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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#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