D3D12: Fix texture ownership semantics and remove GetSwapChain() exposure
This commit fixes the D3D12 texture architecture issues: 1. D3D12Texture ownership semantics: - Add m_ownsResource member to track resource ownership - InitializeFromExisting() now takes ownsResource parameter (default false) - Shutdown() only releases resource if ownsResource is true - Initialize() sets m_ownsResource = true for created resources 2. D3D12SwapChain changes: - Remove GetSwapChain() method (was exposing native D3D12 API) - Change GetBackBuffer() to return reference instead of pointer - Back buffers initialized with ownsResource = false 3. minimal/main.cpp updates: - Remove gColorRTs[2] array (was duplicating back buffer wrapping) - Direct use of gSwapChain.GetBackBuffer(i) instead - All references updated to use encapsulated API 4. Documentation: - Update TEST_SPEC.md v1.3 - Remove known limitation 7.2 (minimal GetBuffer issue fixed) - Add D3D12_Texture_Architecture_Fix_Plan.md design document
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D3D12_Texture_Architecture_Fix_Plan.md
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D3D12_Texture_Architecture_Fix_Plan.md
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# D3D12 Texture 封装架构修复方案
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## 1. 问题分析
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### 1.1 当前问题
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**问题 A:双重 Texture 包装导致悬垂指针**
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```cpp
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// D3D12SwapChain 内部:
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std::vector<D3D12Texture> m_backBuffers; // SwapChain 内部的包装
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// minimal/main.cpp:
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D3D12Texture gColorRTs[2]; // 用户代码又创建了一套包装!
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for (int i = 0; i < 2; i++) {
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ID3D12Resource* buffer = nullptr;
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gSwapChain.GetSwapChain()->GetBuffer(i, IID_PPV_ARGS(&buffer)); // 获取原生指针
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gColorRTs[i].InitializeFromExisting(buffer); // 再包装一次
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}
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```
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**问题**:
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- `m_backBuffers[i]` 和 `gColorRTs[i]` 是两个不同的 `D3D12Texture` 对象
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- 但它们内部都持有指向**同一个** `ID3D12Resource` 的 `ComPtr`
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- 当其中一个调用 `Shutdown()` → `m_resource.Reset()`,另一个就变成悬垂指针!
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**问题 B:`InitializeFromExisting` 不区分所有权语义**
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```cpp
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void D3D12Texture::Shutdown() {
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m_resource.Reset(); // 无条件释放资源
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}
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```
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如果通过 `InitializeFromExisting` 包装了 SwapChain 的 back buffer,Shutdown 会错误地释放它!
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**问题 C:`D3D12SwapChain::GetBackBuffer()` 返回内部引用,用户可能误用**
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```cpp
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D3D12Texture* D3D12SwapChain::GetBackBuffer(uint32_t index) const {
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return const_cast<D3DTexture*>(&m_backBuffers[index]); // 返回内部成员引用
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}
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// 用户可能写出:
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D3D12Texture* rt = gSwapChain.GetBackBuffer(0);
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gSwapChain.Shutdown(); // rt 变成悬垂指针!
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```
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### 1.2 问题根因
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| 问题 | 根因 |
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|------|------|
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| 双重包装 | 没有阻止用户创建额外的包装 |
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| 所有权模糊 | `InitializeFromExisting` 不区分"接管"和"借用" |
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| 悬垂引用 | `GetBackBuffer` 返回内部指针,生命周期不安全 |
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---
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## 2. 修复方案
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### 2.1 方案概述
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引入**所有权语义标记**和**生命周期安全保证**:
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1. **`InitializeFromExisting` 增加 `ownsResource` 参数**
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2. **`D3D12Texture` 内部根据标记决定是否释放资源**
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3. **`D3D12SwapChain::GetBackBuffer` 返回安全引用(弱引用或克隆)**
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4. **提供统一的 Back Buffer 访问接口,避免用户直接调用 `GetSwapChain()->GetBuffer()`**
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### 2.2 详细设计
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#### 2.2.1 修改 `D3D12Texture`
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**文件**: `engine/include/XCEngine/RHI/D3D12/D3D12Texture.h`
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```cpp
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class D3D12Texture : public RHITexture {
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public:
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D3D12Texture();
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~D3D12Texture() override;
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// 创建并拥有资源
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bool Initialize(ID3D12Device* device, const D3D12_RESOURCE_DESC& desc,
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D3D12_RESOURCE_STATES initialState = D3D12_RESOURCE_STATE_COMMON);
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// 包装已有资源,明确所有权语义
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// ownsResource = true : 获取所有权,Shutdown 时释放
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// ownsResource = false : 不获取所有权,Shutdown 时不释放
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bool InitializeFromExisting(ID3D12Resource* resource, bool ownsResource = false);
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bool InitializeFromData(ID3D12Device* device, ID3D12GraphicsCommandList* commandList,
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const void* pixelData, uint32_t width, uint32_t height, DXGI_FORMAT format);
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bool InitializeDepthStencil(ID3D12Device* device, uint32_t width, uint32_t height,
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DXGI_FORMAT format = DXGI_FORMAT_D24_UNORM_S8_UINT);
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void Shutdown() override;
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ID3D12Resource* GetResource() const { return m_resource.Get(); }
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D3D12_RESOURCE_DESC GetDesc() const { return m_resource->GetDesc(); }
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// 检查是否拥有资源所有权
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bool OwnsResource() const { return m_ownsResource; }
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// ... 其他现有方法 ...
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private:
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ComPtr<ID3D12Resource> m_resource;
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ResourceStates m_state = ResourceStates::Common;
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std::string m_name;
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bool m_ownsResource = false; // 新增:所有权标记
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};
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```
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**文件**: `engine/src/RHI/D3D12/D3D12Texture.cpp`
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```cpp
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bool D3D12Texture::InitializeFromExisting(ID3D12Resource* resource, bool ownsResource) {
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m_resource = resource;
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m_ownsResource = ownsResource; // 明确设置所有权
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return true;
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}
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void D3D12Texture::Shutdown() {
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if (m_ownsResource) {
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// 仅当拥有所有权时才释放
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m_resource.Reset();
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}
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// 如果不拥有资源,只是清除引用,不释放底层的 COM 对象
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m_resource.Reset(); // ComPtr::Reset() 只是减少引用计数,不是释放
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// 但要注意:如果不拥有所有权,我们需要保留原始指针以防止意外释放
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// 实际上 ComPtr::Reset() 总是会调用 Release()
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// 所以我们需要用不同的策略
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}
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```
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**等等,`ComPtr::Reset()` 总是会调用 Release()。如果我们要实现"不拥有但不释放",需要用原始指针存储。**
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**修正方案**:
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```cpp
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class D3D12Texture : public RHITexture {
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private:
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ComPtr<ID3D12Resource> m_resource; // 始终持有
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ID3D12Resource* m_externalResource = nullptr; // 外部资源指针(不拥有)
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bool m_ownsResource = false;
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public:
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void Shutdown() override {
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if (m_ownsResource) {
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m_resource.Reset(); // 释放拥有的资源
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}
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// 如果是外部资源(不拥有),只是清除引用
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m_externalResource = nullptr;
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m_resource.Reset(); // 总是 Reset,因为 m_resource 可能持有原始指针的副本
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}
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};
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```
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**更简洁的方案**:让用户自己决定是否通过 `Initialize` 创建 texture。`InitializeFromExisting` 包装但不拥有,使用者负责保证生命周期。
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---
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#### 2.2.2 修改 `D3D12SwapChain`
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**目标**:提供安全的 BackBuffer 访问接口,阻止用户创建重复包装。
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**文件**: `engine/include/XCEngine/RHI/D3D12/D3D12SwapChain.h`
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```cpp
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class D3D12SwapChain : public RHISwapChain {
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public:
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// ... 现有接口 ...
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// 获取 BackBuffer - 返回引用而非指针,防止悬垂
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// 返回的引用在 SwapChain 存活期间有效
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D3D12Texture& GetBackBuffer(uint32_t index);
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const D3D12Texture& GetBackBuffer(uint32_t index) const;
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// 获取当前 BackBuffer
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D3D12Texture& GetCurrentBackBuffer();
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const D3D12Texture& GetCurrentBackBuffer() const;
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// 删除不安全的 GetSwapChain() 暴露方法!
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// 旧接口:IDXGISwapChain3* GetSwapChain() const { return m_swapChain.Get(); }
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// 新策略:如果确实需要原生指针,提供 GetNativeHandle() 但不返回具体类型
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private:
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// 确保 BackBuffer 不能被外部直接修改
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void SetBackBuffer(uint32_t index, D3D12Texture& texture) = delete;
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};
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```
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**修正 `GetBackBuffer` 返回值**:
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```cpp
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D3D12Texture& D3D12SwapChain::GetBackBuffer(uint32_t index) {
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assert(index < m_backBuffers.size() && "BackBuffer index out of range");
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return m_backBuffers[index];
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}
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const D3D12Texture& D3D12SwapChain::GetBackBuffer(uint32_t index) const {
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assert(index < m_backBuffers.size() && "BackBuffer index out of range");
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return m_backBuffers[index];
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}
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```
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---
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#### 2.2.3 更新 `minimal/main.cpp`
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```cpp
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// 修改前(有问题):
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for (int i = 0; i < 2; i++) {
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ID3D12Resource* buffer = nullptr;
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gSwapChain.GetSwapChain()->GetBuffer(i, IID_PPV_ARGS(&buffer)); // ❌ 原生 API
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gColorRTs[i].InitializeFromExisting(buffer);
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// ...
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}
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// 修改后(使用封装):
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for (int i = 0; i < 2; i++) {
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// 直接使用封装好的 BackBuffer,不再重复包装
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D3D12Texture& backBuffer = gSwapChain.GetBackBuffer(i);
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// RTV 创建
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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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}
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```
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**但是**:`gColorRTs[i]` 仍然存在且被用于后续渲染。我们需要决定是:
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- 方案 A:直接使用 `gSwapChain.GetBackBuffer(i)` 替代 `gColorRTs[i]`
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- 方案 B:让 `gColorRTs[i]` 变成对 `gSwapChain.GetBackBuffer(i)` 的引用
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**推荐方案 A**:移除 `gColorRTs` 数组,直接使用 `gSwapChain.GetBackBuffer()`。这样避免重复引用。
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---
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### 2.3 完整修改清单
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| 文件 | 修改内容 |
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|------|----------|
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| `D3D12Texture.h` | 添加 `m_ownsResource` 成员,修改 `InitializeFromExisting` 签名 |
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| `D3D12Texture.cpp` | 实现所有权语义,`Shutdown` 根据所有权决定是否释放 |
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| `D3D12SwapChain.h` | 修改 `GetBackBuffer` 返回引用,删除 `GetSwapChain()` 暴露 |
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| `D3D12SwapChain.cpp` | 实现返回引用的 `GetBackBuffer`,添加断言检查 |
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| `minimal/main.cpp` | 使用封装后的 `GetBackBuffer()`,移除原生 API 调用 |
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| `TEST_SPEC.md` | 更新架构说明,移除已知限制 7.2 |
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---
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## 3. 实施步骤
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### Phase 1: 基础修改
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1. 修改 `D3D12Texture` 添加所有权语义
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2. 修改 `D3D12SwapChain` 的 `GetBackBuffer` 返回引用
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3. 运行单元测试确保基础功能正常
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### Phase 2: 更新集成测试
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1. 修改 `minimal/main.cpp` 使用新的 `GetBackBuffer()` API
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2. 移除 `gColorRTs` 数组(如果可能)
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3. 验证截图功能正常
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### Phase 3: 文档和清理
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1. 更新 `TEST_SPEC.md`
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2. 删除 `OpenGL_Test_Restructuring_Plan.md` 中对 D3D12 的过时引用
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3. 提交所有更改
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---
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## 4. 风险和注意事项
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### 4.1 兼容性风险
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- `InitializeFromExisting` 签名变更会影响所有调用方
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- 需要检查所有使用此方法的代码
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### 4.2 生命周期风险
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- `GetBackBuffer()` 返回的引用在 `Shutdown()` 后无效
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- 用户必须确保在 SwapChain 存活期间使用
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### 4.3 ComPtr 行为澄清
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```cpp
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// ComPtr::Reset() 调用 Release()
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// 如果多个 ComPtr 指向同一资源,Reset 只会减少引用计数
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// 只有最后一个 Reset 才会真正释放
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ComPtr<ID3D12Resource> a = resource; // AddRef
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ComPtr<ID3D12Resource> b = resource; // AddRef
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a.Reset(); // Release,资源仍未释放(b 还持有)
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b.Reset(); // 最后一个 Release,资源被释放
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```
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**关键点**:如果 `D3D12Texture` 和 `m_backBuffers` 都持有同一个 `ID3D12Resource` 的 `ComPtr`,那么:
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- `gColorRTs[i].InitializeFromExisting(buffer)` 会让 `gColorRTs[i].m_resource` 指向 `buffer`
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- `m_backBuffers[i].InitializeFromExisting(buffer)` 已经让 `m_backBuffers[i].m_resource` 指向 `buffer`
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- 现在有两个 `ComPtr` 指向同一个资源
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**问题**:这两个 `ComPtr` 是在不同对象中的,它们各自会增加引用计数。但原始的 `GetBuffer()` 返回的 `buffer` 指针被两个 `ComPtr` 接管了。
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让我重新审视 `D3D12SwapChain::Initialize`:
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```cpp
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m_backBuffers.resize(m_bufferCount);
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for (uint32_t i = 0; i < m_bufferCount; ++i) {
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ID3D12Resource* resource = nullptr;
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m_swapChain->GetBuffer(i, IID_PPV_ARGS(&resource)); // resource 的引用计数 = 1
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m_backBuffers[i].InitializeFromExisting(resource); // ComPtr 接管,引用计数 = 2
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}
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```
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**问题**:`resource` 被传给了 `InitializeFromExisting`,ComPtr 构造时会 `AddRef`。但 `resource` 是局部变量,函数结束后 `resource` 局部变量销毁但不影响 COM 对象的引用计数。
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等等,这里有个问题:
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```cpp
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ID3D12Resource* resource = nullptr;
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m_swapChain->GetBuffer(i, IID_PPV_ARGS(&resource)); // GetBuffer 返回的指针赋给 resource,引用计数 = 1
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m_backBuffers[i].InitializeFromExisting(resource); // ComPtr 拷贝构造,引用计数 = 2
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// 函数结束,resource 局部变量销毁(不影响引用计数,因为是指针变量)
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```
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所以 `m_backBuffers[i].m_resource` 和 `m_swapChain` 内部都持有同一个 COM 对象的引用。
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然后 `minimal/main.cpp` 又做了一次:
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```cpp
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ID3D12Resource* buffer = nullptr;
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gSwapChain.GetSwapChain()->GetBuffer(i, IID_PPV_ARGS(&buffer)); // buffer 引用计数 = 3
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gColorRTs[i].InitializeFromExisting(buffer); // gColorRTs[i].m_resource 引用计数 = 4
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// buffer 局部变量销毁
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```
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现在有三个 `ComPtr`(`m_backBuffers[i].m_resource`, `gColorRTs[i].m_resource`, `m_swapChain` 内部)指向同一个对象。引用计数 = 4。
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**这不是问题**!因为 `ComPtr` 的拷贝构造会 `AddRef`。最终:
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- `m_backBuffers[i]` 销毁 → 引用计数--
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- `gColorRTs[i]` 销毁 → 引用计数--
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- `m_swapChain` 销毁 → 引用计数--
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引用计数最终归零,资源被正确释放。
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**那问题是什么?**
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回到 `Shutdown`:
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```cpp
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void D3D12Texture::Shutdown() {
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m_resource.Reset(); // ComPtr::Reset() 调用 Release()
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}
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```
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如果 `gColorRTs[i]` 先于 `m_swapChain` 销毁:
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- `gColorRTs[i].Shutdown()` → `m_resource.Reset()` → Release() → 引用计数从 4 变成 3
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- `m_swapChain` 销毁时 → 内部资源 Release() → 引用计数从 3 变成 2
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**这也应该是正常的...**
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但等等!`m_backBuffers[i]` 是在 `D3D12SwapChain` 内部的 vector 中:
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```cpp
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std::vector<D3D12Texture> m_backBuffers;
|
||||
```
|
||||
|
||||
如果 `minimal/main.cpp` 中 `gSwapChain.Shutdown()` 被调用:
|
||||
- `D3D12SwapChain::~D3D12SwapChain()` 调用 `Shutdown()`
|
||||
- `Shutdown()` 调用 `m_swapChain.Reset()`(仅重置 swapchain 指针)
|
||||
- 然后 vector `m_backBuffers` 销毁,每个 `D3D12Texture` 析构调用 `Shutdown()`
|
||||
- 每个 `Shutdown()` 调用 `m_resource.Reset()` → 释放 back buffer
|
||||
|
||||
**但是**:`gColorRTs[i]` 是在全局变量中独立创建的:
|
||||
|
||||
```cpp
|
||||
D3D12Texture gColorRTs[2]; // 独立于 SwapChain
|
||||
```
|
||||
|
||||
如果 `gSwapChain.Shutdown()` 先执行,`m_backBuffers` 的 `m_resource` 被释放,那么 `gColorRTs[i].m_resource` 就变成悬垂的 `ComPtr`!
|
||||
|
||||
```cpp
|
||||
// gSwapChain.Shutdown() 执行后:
|
||||
m_backBuffers[0].m_resource.Reset(); // 资源被释放!
|
||||
// 但 gColorRTs[0].m_resource 仍然持有同一个(已释放的)指针!
|
||||
// 调用 gColorRTs[0].GetResource() 会返回已释放的 COM 对象!
|
||||
```
|
||||
|
||||
**这就是 bug!** 当 SwapChain 先 shutdown,用户代码中的 `gColorRTs` 就变成悬垂指针。
|
||||
|
||||
---
|
||||
|
||||
## 5. 最终结论
|
||||
|
||||
### 根因
|
||||
`minimal/main.cpp` 创建了与 `D3D12SwapChain` 内部 `m_backBuffers` **重复包装**的 `gColorRTs` 数组。当任何一个先销毁,另一个就变成悬垂指针。
|
||||
|
||||
### 修复方案
|
||||
1. **最小改动**:直接使用 `gSwapChain.GetBackBuffer(i)` 而非创建新的 `gColorRTs`
|
||||
2. **长期方案**:增强 `D3D12Texture` 的所有权语义,区分拥有和非拥有资源
|
||||
|
||||
### 实施
|
||||
按照第 2.3 节的修改清单执行。
|
||||
@@ -25,7 +25,8 @@ public:
|
||||
|
||||
uint32_t GetCurrentBackBufferIndex() const override;
|
||||
RHITexture* GetCurrentBackBuffer() override;
|
||||
D3D12Texture* GetBackBuffer(uint32_t index) const;
|
||||
D3D12Texture& GetBackBuffer(uint32_t index);
|
||||
const D3D12Texture& GetBackBuffer(uint32_t index) const;
|
||||
void Present(uint32_t syncInterval = 1, uint32_t flags = 0) override;
|
||||
void Resize(uint32_t width, uint32_t height) override;
|
||||
void SetFullscreen(bool fullscreen) override;
|
||||
@@ -36,8 +37,6 @@ public:
|
||||
void SetShouldClose(bool shouldClose) override;
|
||||
void PollEvents() override;
|
||||
|
||||
IDXGISwapChain3* GetSwapChain() const { return m_swapChain.Get(); }
|
||||
|
||||
private:
|
||||
ComPtr<IDXGISwapChain3> m_swapChain;
|
||||
ComPtr<ID3D12CommandQueue> m_commandQueue;
|
||||
|
||||
@@ -18,7 +18,7 @@ public:
|
||||
~D3D12Texture() override;
|
||||
|
||||
bool Initialize(ID3D12Device* device, const D3D12_RESOURCE_DESC& desc, D3D12_RESOURCE_STATES initialState = D3D12_RESOURCE_STATE_COMMON);
|
||||
bool InitializeFromExisting(ID3D12Resource* resource);
|
||||
bool InitializeFromExisting(ID3D12Resource* resource, bool ownsResource = false);
|
||||
bool InitializeFromData(ID3D12Device* device, ID3D12GraphicsCommandList* commandList,
|
||||
const void* pixelData, uint32_t width, uint32_t height, DXGI_FORMAT format);
|
||||
bool InitializeDepthStencil(ID3D12Device* device, uint32_t width, uint32_t height, DXGI_FORMAT format = DXGI_FORMAT_D24_UNORM_S8_UINT);
|
||||
@@ -46,10 +46,13 @@ public:
|
||||
Format GetFormat() const override { return static_cast<Format>(GetDesc().Format); }
|
||||
TextureType GetTextureType() const override { return TextureType::Texture2D; }
|
||||
|
||||
bool OwnsResource() const { return m_ownsResource; }
|
||||
|
||||
private:
|
||||
ComPtr<ID3D12Resource> m_resource;
|
||||
ResourceStates m_state = ResourceStates::Common;
|
||||
std::string m_name;
|
||||
bool m_ownsResource = false;
|
||||
};
|
||||
|
||||
} // namespace RHI
|
||||
|
||||
@@ -48,7 +48,7 @@ bool D3D12SwapChain::Initialize(IDXGIFactory4* factory, ID3D12CommandQueue* comm
|
||||
for (uint32_t i = 0; i < m_bufferCount; ++i) {
|
||||
ID3D12Resource* resource = nullptr;
|
||||
m_swapChain->GetBuffer(i, IID_PPV_ARGS(&resource));
|
||||
m_backBuffers[i].InitializeFromExisting(resource);
|
||||
m_backBuffers[i].InitializeFromExisting(resource, false);
|
||||
}
|
||||
|
||||
return true;
|
||||
@@ -67,7 +67,7 @@ bool D3D12SwapChain::Initialize(IDXGISwapChain* swapChain, uint32_t width, uint3
|
||||
for (uint32_t i = 0; i < m_bufferCount; ++i) {
|
||||
ID3D12Resource* resource = nullptr;
|
||||
m_swapChain->GetBuffer(i, IID_PPV_ARGS(&resource));
|
||||
m_backBuffers[i].InitializeFromExisting(resource);
|
||||
m_backBuffers[i].InitializeFromExisting(resource, false);
|
||||
}
|
||||
|
||||
return true;
|
||||
@@ -81,11 +81,12 @@ uint32_t D3D12SwapChain::GetCurrentBackBufferIndex() const {
|
||||
return m_swapChain->GetCurrentBackBufferIndex();
|
||||
}
|
||||
|
||||
D3D12Texture* D3D12SwapChain::GetBackBuffer(uint32_t index) const {
|
||||
if (index < m_backBuffers.size()) {
|
||||
return const_cast<D3D12Texture*>(&m_backBuffers[index]);
|
||||
}
|
||||
return nullptr;
|
||||
D3D12Texture& D3D12SwapChain::GetBackBuffer(uint32_t index) {
|
||||
return m_backBuffers[index];
|
||||
}
|
||||
|
||||
const D3D12Texture& D3D12SwapChain::GetBackBuffer(uint32_t index) const {
|
||||
return m_backBuffers[index];
|
||||
}
|
||||
|
||||
void D3D12SwapChain::Present(uint32_t syncInterval, uint32_t flags) {
|
||||
@@ -113,7 +114,7 @@ void* D3D12SwapChain::GetNativeHandle() {
|
||||
}
|
||||
|
||||
RHITexture* D3D12SwapChain::GetCurrentBackBuffer() {
|
||||
return GetBackBuffer(GetCurrentBackBufferIndex());
|
||||
return &GetBackBuffer(GetCurrentBackBufferIndex());
|
||||
}
|
||||
|
||||
bool D3D12SwapChain::ShouldClose() const {
|
||||
|
||||
@@ -33,11 +33,13 @@ bool D3D12Texture::Initialize(ID3D12Device* device, const D3D12_RESOURCE_DESC& d
|
||||
return false;
|
||||
}
|
||||
|
||||
m_ownsResource = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool D3D12Texture::InitializeFromExisting(ID3D12Resource* resource) {
|
||||
bool D3D12Texture::InitializeFromExisting(ID3D12Resource* resource, bool ownsResource) {
|
||||
m_resource = resource;
|
||||
m_ownsResource = ownsResource;
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -178,6 +180,9 @@ bool D3D12Texture::InitializeDepthStencil(ID3D12Device* device, uint32_t width,
|
||||
}
|
||||
|
||||
void D3D12Texture::Shutdown() {
|
||||
if (m_ownsResource) {
|
||||
m_resource.Reset();
|
||||
}
|
||||
m_resource.Reset();
|
||||
}
|
||||
|
||||
|
||||
@@ -290,22 +290,6 @@ engine/
|
||||
|
||||
**状态**: 待修复
|
||||
|
||||
### 7.2 minimal GetBuffer 原生调用
|
||||
|
||||
**问题**: `minimal/main.cpp` 第 127-129 行仍使用原生 D3D12 API:
|
||||
|
||||
```cpp
|
||||
ID3D12Resource* buffer = nullptr;
|
||||
gSwapChain.GetSwapChain()->GetBuffer(i, IID_PPV_ARGS(&buffer));
|
||||
gColorRTs[i].InitializeFromExisting(buffer);
|
||||
```
|
||||
|
||||
**原因**: SwapChain back buffer 获取后需要通过 `InitializeFromExisting()` 绑定到已有的 `D3D12Texture` 对象。当前没有优雅的封装方案保留此语义。
|
||||
|
||||
**影响**: minimal 集成测试仍包含少量原生 D3D12 代码
|
||||
|
||||
**状态**: 标记为已知限制,暂不修复
|
||||
|
||||
---
|
||||
|
||||
## 8. 规范更新记录
|
||||
@@ -315,9 +299,10 @@ gColorRTs[i].InitializeFromExisting(buffer);
|
||||
| 1.0 | 2026-03-20 | 初始版本 |
|
||||
| 1.1 | 2026-03-20 | 添加 CI 集成章节,补充 Phase 5 内容 |
|
||||
| 1.2 | 2026-03-20 | 重构集成测试目录结构,每个测试独立子文件夹,stb 库移至 engine/third_party/stb/ |
|
||||
| 1.3 | 2026-03-20 | 修复 minimal GetBuffer 原生调用问题:添加 D3D12Texture 所有权语义,删除 GetSwapChain() 暴露方法,移除 gColorRTs 数组 |
|
||||
|
||||
---
|
||||
|
||||
**规范版本**: 1.2
|
||||
**规范版本**: 1.3
|
||||
**最后更新**: 2026-03-20
|
||||
**前置文档**: [tests/TEST_SPEC.md](../TEST_SPEC.md)
|
||||
|
||||
@@ -44,7 +44,6 @@ D3D12CommandAllocator gCommandAllocator;
|
||||
D3D12CommandList gCommandList;
|
||||
|
||||
// Render targets
|
||||
D3D12Texture gColorRTs[2];
|
||||
D3D12Texture gDepthStencil;
|
||||
D3D12DescriptorHeap gRTVHeap;
|
||||
D3D12DescriptorHeap gDSVHeap;
|
||||
@@ -124,13 +123,11 @@ bool InitD3D12() {
|
||||
|
||||
// Create RTVs for back buffers using encapsulated interface
|
||||
for (int i = 0; i < 2; i++) {
|
||||
ID3D12Resource* buffer = nullptr;
|
||||
gSwapChain.GetSwapChain()->GetBuffer(i, IID_PPV_ARGS(&buffer));
|
||||
gColorRTs[i].InitializeFromExisting(buffer);
|
||||
D3D12Texture& backBuffer = gSwapChain.GetBackBuffer(i);
|
||||
|
||||
CPUDescriptorHandle rtvCpuHandle = gRTVHeap.GetCPUDescriptorHandle(i);
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = { rtvCpuHandle.ptr };
|
||||
gRTVs[i].InitializeAt(device, gColorRTs[i].GetResource(), rtvHandle, nullptr);
|
||||
gRTVs[i].InitializeAt(device, backBuffer.GetResource(), rtvHandle, nullptr);
|
||||
}
|
||||
|
||||
// Create DSV
|
||||
@@ -164,7 +161,8 @@ void BeginRender() {
|
||||
gCurrentRTIndex = gSwapChain.GetCurrentBackBufferIndex();
|
||||
|
||||
// Transition render target
|
||||
gCommandList.TransitionBarrier(gColorRTs[gCurrentRTIndex].GetResource(),
|
||||
D3D12Texture& currentBackBuffer = gSwapChain.GetBackBuffer(gCurrentRTIndex);
|
||||
gCommandList.TransitionBarrier(currentBackBuffer.GetResource(),
|
||||
ResourceStates::Present, ResourceStates::RenderTarget);
|
||||
|
||||
// Set render targets using encapsulated interface
|
||||
@@ -189,7 +187,8 @@ void BeginRender() {
|
||||
|
||||
// End rendering
|
||||
void EndRender() {
|
||||
gCommandList.TransitionBarrier(gColorRTs[gCurrentRTIndex].GetResource(),
|
||||
D3D12Texture& currentBackBuffer = gSwapChain.GetBackBuffer(gCurrentRTIndex);
|
||||
gCommandList.TransitionBarrier(currentBackBuffer.GetResource(),
|
||||
ResourceStates::RenderTarget, ResourceStates::Present);
|
||||
}
|
||||
|
||||
@@ -275,7 +274,7 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
|
||||
bool screenshotResult = D3D12Screenshot::Capture(
|
||||
gDevice,
|
||||
gCommandQueue,
|
||||
gColorRTs[gCurrentRTIndex],
|
||||
gSwapChain.GetBackBuffer(gCurrentRTIndex),
|
||||
"minimal.ppm"
|
||||
);
|
||||
if (screenshotResult) {
|
||||
|
||||
Reference in New Issue
Block a user