Add D3D12 view wrapper classes: RTV, DSV, SRV, CBV
This commit is contained in:
@@ -98,6 +98,10 @@ add_library(XCEngine STATIC
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include/XCEngine/RHI/D3D12/D3D12SwapChain.h
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include/XCEngine/RHI/D3D12/D3D12Fence.h
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include/XCEngine/RHI/D3D12/D3D12Screenshot.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/D3D12ShaderResourceView.h
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include/XCEngine/RHI/D3D12/D3D12ConstantBufferView.h
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src/RHI/D3D12Device.cpp
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src/RHI/D3D12CommandQueue.cpp
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src/RHI/D3D12CommandAllocator.cpp
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@@ -112,6 +116,10 @@ add_library(XCEngine STATIC
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src/RHI/D3D12SwapChain.cpp
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src/RHI/D3D12Fence.cpp
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src/RHI/D3D12Screenshot.cpp
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src/RHI/D3D12RenderTargetView.cpp
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src/RHI/D3D12DepthStencilView.cpp
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src/RHI/D3D12ShaderResourceView.cpp
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src/RHI/D3D12ConstantBufferView.cpp
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)
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target_include_directories(XCEngine PUBLIC
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27
engine/include/XCEngine/RHI/D3D12/D3D12ConstantBufferView.h
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engine/include/XCEngine/RHI/D3D12/D3D12ConstantBufferView.h
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@@ -0,0 +1,27 @@
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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 D3D12ConstantBufferView {
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public:
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D3D12ConstantBufferView();
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~D3D12ConstantBufferView();
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void Initialize(ID3D12Device* device, ID3D12Resource* buffer, const D3D12_CONSTANT_BUFFER_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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27
engine/include/XCEngine/RHI/D3D12/D3D12DepthStencilView.h
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engine/include/XCEngine/RHI/D3D12/D3D12DepthStencilView.h
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@@ -0,0 +1,27 @@
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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 D3D12DepthStencilView {
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public:
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D3D12DepthStencilView();
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~D3D12DepthStencilView();
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void Initialize(ID3D12Device* device, ID3D12Resource* resource, const D3D12_DEPTH_STENCIL_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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27
engine/include/XCEngine/RHI/D3D12/D3D12RenderTargetView.h
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engine/include/XCEngine/RHI/D3D12/D3D12RenderTargetView.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 D3D12RenderTargetView {
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public:
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D3D12RenderTargetView();
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~D3D12RenderTargetView();
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void Initialize(ID3D12Device* device, ID3D12Resource* resource, const D3D12_RENDER_TARGET_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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27
engine/include/XCEngine/RHI/D3D12/D3D12ShaderResourceView.h
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engine/include/XCEngine/RHI/D3D12/D3D12ShaderResourceView.h
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@@ -0,0 +1,27 @@
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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 D3D12ShaderResourceView {
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public:
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D3D12ShaderResourceView();
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~D3D12ShaderResourceView();
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void Initialize(ID3D12Device* device, ID3D12Resource* resource, const D3D12_SHADER_RESOURCE_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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35
engine/src/RHI/D3D12ConstantBufferView.cpp
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35
engine/src/RHI/D3D12ConstantBufferView.cpp
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@@ -0,0 +1,35 @@
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#include "XCEngine/RHI/D3D12/D3D12ConstantBufferView.h"
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namespace XCEngine {
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namespace RHI {
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D3D12ConstantBufferView::D3D12ConstantBufferView()
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: m_handle({0})
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, m_resource(nullptr) {
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}
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D3D12ConstantBufferView::~D3D12ConstantBufferView() {
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Shutdown();
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}
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void D3D12ConstantBufferView::Initialize(ID3D12Device* device, ID3D12Resource* buffer, const D3D12_CONSTANT_BUFFER_VIEW_DESC* desc) {
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m_resource = buffer;
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m_handle = {};
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if (desc) {
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device->CreateConstantBufferView(desc, m_handle);
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} else {
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D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {};
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cbvDesc.BufferLocation = buffer->GetGPUVirtualAddress();
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cbvDesc.SizeInBytes = static_cast<UINT>(buffer->GetDesc().Width);
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device->CreateConstantBufferView(&cbvDesc, m_handle);
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}
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}
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void D3D12ConstantBufferView::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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27
engine/src/RHI/D3D12DepthStencilView.cpp
Normal file
27
engine/src/RHI/D3D12DepthStencilView.cpp
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@@ -0,0 +1,27 @@
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#include "XCEngine/RHI/D3D12/D3D12DepthStencilView.h"
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namespace XCEngine {
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namespace RHI {
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D3D12DepthStencilView::D3D12DepthStencilView()
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: m_handle({0})
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, m_resource(nullptr) {
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}
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D3D12DepthStencilView::~D3D12DepthStencilView() {
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Shutdown();
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}
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void D3D12DepthStencilView::Initialize(ID3D12Device* device, ID3D12Resource* resource, const D3D12_DEPTH_STENCIL_VIEW_DESC* desc) {
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m_resource = resource;
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m_handle = {};
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device->CreateDepthStencilView(resource, desc, m_handle);
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}
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void D3D12DepthStencilView::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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27
engine/src/RHI/D3D12RenderTargetView.cpp
Normal file
27
engine/src/RHI/D3D12RenderTargetView.cpp
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@@ -0,0 +1,27 @@
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#include "XCEngine/RHI/D3D12/D3D12RenderTargetView.h"
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namespace XCEngine {
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namespace RHI {
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D3D12RenderTargetView::D3D12RenderTargetView()
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: m_handle({0})
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, m_resource(nullptr) {
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}
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D3D12RenderTargetView::~D3D12RenderTargetView() {
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Shutdown();
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}
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void D3D12RenderTargetView::Initialize(ID3D12Device* device, ID3D12Resource* resource, const D3D12_RENDER_TARGET_VIEW_DESC* desc) {
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m_resource = resource;
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m_handle = {};
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device->CreateRenderTargetView(resource, desc, m_handle);
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}
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void D3D12RenderTargetView::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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27
engine/src/RHI/D3D12ShaderResourceView.cpp
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27
engine/src/RHI/D3D12ShaderResourceView.cpp
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@@ -0,0 +1,27 @@
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#include "XCEngine/RHI/D3D12/D3D12ShaderResourceView.h"
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namespace XCEngine {
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namespace RHI {
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D3D12ShaderResourceView::D3D12ShaderResourceView()
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: m_handle({0})
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, m_resource(nullptr) {
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}
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D3D12ShaderResourceView::~D3D12ShaderResourceView() {
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Shutdown();
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}
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void D3D12ShaderResourceView::Initialize(ID3D12Device* device, ID3D12Resource* resource, const D3D12_SHADER_RESOURCE_VIEW_DESC* desc) {
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m_resource = resource;
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m_handle = {};
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device->CreateShaderResourceView(resource, desc, m_handle);
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}
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void D3D12ShaderResourceView::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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