Add D3D12QueryHeap and D3D12UnorderedAccessView
This commit is contained in:
@@ -102,6 +102,8 @@ add_library(XCEngine STATIC
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include/XCEngine/RHI/D3D12/D3D12DepthStencilView.h
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include/XCEngine/RHI/D3D12/D3D12DepthStencilView.h
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include/XCEngine/RHI/D3D12/D3D12ShaderResourceView.h
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include/XCEngine/RHI/D3D12/D3D12ShaderResourceView.h
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include/XCEngine/RHI/D3D12/D3D12ConstantBufferView.h
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include/XCEngine/RHI/D3D12/D3D12ConstantBufferView.h
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include/XCEngine/RHI/D3D12/D3D12QueryHeap.h
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include/XCEngine/RHI/D3D12/D3D12UnorderedAccessView.h
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src/RHI/D3D12Device.cpp
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src/RHI/D3D12Device.cpp
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src/RHI/D3D12CommandQueue.cpp
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src/RHI/D3D12CommandQueue.cpp
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src/RHI/D3D12CommandAllocator.cpp
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src/RHI/D3D12CommandAllocator.cpp
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@@ -120,6 +122,8 @@ add_library(XCEngine STATIC
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src/RHI/D3D12DepthStencilView.cpp
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src/RHI/D3D12DepthStencilView.cpp
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src/RHI/D3D12ShaderResourceView.cpp
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src/RHI/D3D12ShaderResourceView.cpp
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src/RHI/D3D12ConstantBufferView.cpp
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src/RHI/D3D12ConstantBufferView.cpp
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src/RHI/D3D12QueryHeap.cpp
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src/RHI/D3D12UnorderedAccessView.cpp
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)
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)
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target_include_directories(XCEngine PUBLIC
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target_include_directories(XCEngine PUBLIC
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33
engine/include/XCEngine/RHI/D3D12/D3D12QueryHeap.h
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engine/include/XCEngine/RHI/D3D12/D3D12QueryHeap.h
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@@ -0,0 +1,33 @@
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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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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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50
engine/src/RHI/D3D12QueryHeap.cpp
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50
engine/src/RHI/D3D12QueryHeap.cpp
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#include "XCEngine/RHI/D3D12/D3D12QueryHeap.h"
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namespace XCEngine {
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namespace RHI {
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D3D12QueryHeap::D3D12QueryHeap()
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: m_type(QueryType::Timestamp)
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, m_count(0) {
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}
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D3D12QueryHeap::~D3D12QueryHeap() {
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Shutdown();
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}
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bool D3D12QueryHeap::Initialize(ID3D12Device* device, QueryType type, uint32_t count) {
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D3D12_QUERY_HEAP_DESC desc = {};
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desc.Count = count;
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desc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
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desc.NodeMask = 0;
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switch (type) {
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case QueryType::Timestamp:
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desc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP;
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break;
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case QueryType::Occlusion:
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desc.Type = D3D12_QUERY_HEAP_TYPE_OCCLUSION;
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break;
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case QueryType::PipelineStatistics:
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desc.Type = D3D12_QUERY_HEAP_TYPE_PIPELINE_STATISTICS;
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break;
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}
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HRESULT hResult = device->CreateQueryHeap(&desc, IID_PPV_ARGS(&m_queryHeap));
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if (FAILED(hResult)) {
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return false;
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}
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m_type = type;
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m_count = count;
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return true;
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}
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void D3D12QueryHeap::Shutdown() {
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m_queryHeap.Reset();
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m_type = QueryType::Timestamp;
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m_count = 0;
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}
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} // namespace RHI
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} // namespace XCEngine
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27
engine/src/RHI/D3D12UnorderedAccessView.cpp
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27
engine/src/RHI/D3D12UnorderedAccessView.cpp
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@@ -0,0 +1,27 @@
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#include "XCEngine/RHI/D3D12/D3D12UnorderedAccessView.h"
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namespace XCEngine {
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namespace RHI {
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D3D12UnorderedAccessView::D3D12UnorderedAccessView()
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: m_handle({0})
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, m_resource(nullptr) {
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}
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D3D12UnorderedAccessView::~D3D12UnorderedAccessView() {
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Shutdown();
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}
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void D3D12UnorderedAccessView::Initialize(ID3D12Device* device, ID3D12Resource* resource, const D3D12_UNORDERED_ACCESS_VIEW_DESC* desc) {
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m_resource = resource;
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m_handle = {};
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device->CreateUnorderedAccessView(resource, nullptr, desc, m_handle);
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}
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void D3D12UnorderedAccessView::Shutdown() {
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m_handle = {};
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m_resource = nullptr;
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}
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} // namespace RHI
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} // namespace XCEngine
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