Add D3D12QueryHeap and D3D12UnorderedAccessView
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33
engine/include/XCEngine/RHI/D3D12/D3D12QueryHeap.h
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33
engine/include/XCEngine/RHI/D3D12/D3D12QueryHeap.h
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#pragma once
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#include <d3d12.h>
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#include <wrl/client.h>
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#include <cstdint>
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#include "D3D12Enum.h"
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using Microsoft::WRL::ComPtr;
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namespace XCEngine {
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namespace RHI {
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class D3D12QueryHeap {
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public:
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D3D12QueryHeap();
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~D3D12QueryHeap();
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bool Initialize(ID3D12Device* device, QueryType type, uint32_t count);
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void Shutdown();
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ID3D12QueryHeap* GetQueryHeap() const { return m_queryHeap.Get(); }
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QueryType GetType() const { return m_type; }
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uint32_t GetCount() const { return m_count; }
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private:
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ComPtr<ID3D12QueryHeap> m_queryHeap;
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QueryType m_type;
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uint32_t m_count;
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};
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} // namespace RHI
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} // namespace XCEngine
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27
engine/include/XCEngine/RHI/D3D12/D3D12UnorderedAccessView.h
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27
engine/include/XCEngine/RHI/D3D12/D3D12UnorderedAccessView.h
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#pragma once
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#include <d3d12.h>
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#include <wrl/client.h>
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using Microsoft::WRL::ComPtr;
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namespace XCEngine {
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namespace RHI {
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class D3D12UnorderedAccessView {
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public:
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D3D12UnorderedAccessView();
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~D3D12UnorderedAccessView();
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void Initialize(ID3D12Device* device, ID3D12Resource* resource, const D3D12_UNORDERED_ACCESS_VIEW_DESC* desc = nullptr);
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void Shutdown();
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D3D12_CPU_DESCRIPTOR_HANDLE GetCPUDescriptorHandle() const { return m_handle; }
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private:
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D3D12_CPU_DESCRIPTOR_HANDLE m_handle;
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ID3D12Resource* m_resource;
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};
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} // namespace RHI
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} // namespace XCEngine
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