Refactor RHI ResourceView abstraction layer for unified cross-platform interface
- Create unified RHIResourceView base interface with type-specific Initialize methods - Implement D3D12ResourceView with RTV/DSV/SRV/UAV/CBV support - Implement OpenGL ResourceView simulation layer using FBO, texture units, and UBO - Add OpenGLTextureUnitAllocator for managing texture unit bindings - Add OpenGLUniformBufferManager for UBO binding points - Add OpenGLFramebuffer for FBO management - Remove deprecated D3D12 view classes (RenderTargetView, DepthStencilView, etc.) - Fix ExecuteCommandLists type confusion bug by adding GetNativeHandle to RHICommandList - Fix test bug where Close() was called before ExecuteCommandLists - Update all integration tests to use new D3D12ResourceView class - All tests pass: 144 unit tests + 8 integration tests
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@@ -18,8 +18,7 @@
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#include "XCEngine/RHI/D3D12/D3D12SwapChain.h"
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#include "XCEngine/RHI/D3D12/D3D12Buffer.h"
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#include "XCEngine/RHI/D3D12/D3D12Texture.h"
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#include "XCEngine/RHI/D3D12/D3D12RenderTargetView.h"
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#include "XCEngine/RHI/D3D12/D3D12DepthStencilView.h"
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#include "XCEngine/RHI/D3D12/D3D12ResourceView.h"
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#include "XCEngine/RHI/D3D12/D3D12Screenshot.h"
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#include "XCEngine/Debug/Logger.h"
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#include "XCEngine/Debug/ConsoleLogSink.h"
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@@ -48,8 +47,8 @@ D3D12CommandList gCommandList;
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D3D12Texture gDepthStencil;
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D3D12DescriptorHeap gRTVHeap;
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D3D12DescriptorHeap gDSVHeap;
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D3D12RenderTargetView gRTVs[2];
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D3D12DepthStencilView gDSV;
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D3D12ResourceView gRTVs[2];
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D3D12ResourceView gDSV;
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UINT gRTVDescriptorSize = 0;
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UINT gDSVDescriptorSize = 0;
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@@ -128,14 +127,13 @@ bool InitD3D12() {
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CPUDescriptorHandle rtvCpuHandle = gRTVHeap.GetCPUDescriptorHandle(i);
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D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = { rtvCpuHandle.ptr };
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gRTVs[i].InitializeAt(device, backBuffer.GetResource(), rtvHandle, nullptr);
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D3D12_RENDER_TARGET_VIEW_DESC rtvDesc = D3D12ResourceView::CreateRenderTargetDesc(Format::R8G8B8A8_UNorm, D3D12_RTV_DIMENSION_TEXTURE2D);
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gRTVs[i].InitializeAsRenderTarget(device, backBuffer.GetResource(), &rtvDesc, &gRTVHeap, i);
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}
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// Create DSV
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D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = D3D12DepthStencilView::CreateDesc(Format::D24_UNorm_S8_UInt);
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CPUDescriptorHandle dsvCpuHandle = gDSVHeap.GetCPUDescriptorHandle(0);
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D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = { dsvCpuHandle.ptr };
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gDSV.InitializeAt(device, gDepthStencil.GetResource(), dsvHandle, &dsvDesc);
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D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = D3D12ResourceView::CreateDepthStencilDesc(Format::D24_UNorm_S8_UInt, D3D12_DSV_DIMENSION_TEXTURE2D);
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gDSV.InitializeAsDepthStencil(device, gDepthStencil.GetResource(), &dsvDesc, &gDSVHeap, 0);
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// Create command allocator and list
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gCommandAllocator.Initialize(device, CommandQueueType::Direct);
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