Add D3D12 view wrapper classes: RTV, DSV, SRV, CBV

This commit is contained in:
2026-03-15 19:10:32 +08:00
parent c62dc58157
commit 42c17ee106
9 changed files with 232 additions and 0 deletions

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#pragma once
#include <d3d12.h>
#include <wrl/client.h>
using Microsoft::WRL::ComPtr;
namespace XCEngine {
namespace RHI {
class D3D12ConstantBufferView {
public:
D3D12ConstantBufferView();
~D3D12ConstantBufferView();
void Initialize(ID3D12Device* device, ID3D12Resource* buffer, const D3D12_CONSTANT_BUFFER_VIEW_DESC* desc = nullptr);
void Shutdown();
D3D12_CPU_DESCRIPTOR_HANDLE GetCPUDescriptorHandle() const { return m_handle; }
private:
D3D12_CPU_DESCRIPTOR_HANDLE m_handle;
ID3D12Resource* m_resource;
};
} // namespace RHI
} // namespace XCEngine

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#pragma once
#include <d3d12.h>
#include <wrl/client.h>
using Microsoft::WRL::ComPtr;
namespace XCEngine {
namespace RHI {
class D3D12DepthStencilView {
public:
D3D12DepthStencilView();
~D3D12DepthStencilView();
void Initialize(ID3D12Device* device, ID3D12Resource* resource, const D3D12_DEPTH_STENCIL_VIEW_DESC* desc = nullptr);
void Shutdown();
D3D12_CPU_DESCRIPTOR_HANDLE GetCPUDescriptorHandle() const { return m_handle; }
private:
D3D12_CPU_DESCRIPTOR_HANDLE m_handle;
ID3D12Resource* m_resource;
};
} // namespace RHI
} // namespace XCEngine

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#pragma once
#include <d3d12.h>
#include <wrl/client.h>
using Microsoft::WRL::ComPtr;
namespace XCEngine {
namespace RHI {
class D3D12RenderTargetView {
public:
D3D12RenderTargetView();
~D3D12RenderTargetView();
void Initialize(ID3D12Device* device, ID3D12Resource* resource, const D3D12_RENDER_TARGET_VIEW_DESC* desc = nullptr);
void Shutdown();
D3D12_CPU_DESCRIPTOR_HANDLE GetCPUDescriptorHandle() const { return m_handle; }
private:
D3D12_CPU_DESCRIPTOR_HANDLE m_handle;
ID3D12Resource* m_resource;
};
} // namespace RHI
} // namespace XCEngine

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#pragma once
#include <d3d12.h>
#include <wrl/client.h>
using Microsoft::WRL::ComPtr;
namespace XCEngine {
namespace RHI {
class D3D12ShaderResourceView {
public:
D3D12ShaderResourceView();
~D3D12ShaderResourceView();
void Initialize(ID3D12Device* device, ID3D12Resource* resource, const D3D12_SHADER_RESOURCE_VIEW_DESC* desc = nullptr);
void Shutdown();
D3D12_CPU_DESCRIPTOR_HANDLE GetCPUDescriptorHandle() const { return m_handle; }
private:
D3D12_CPU_DESCRIPTOR_HANDLE m_handle;
ID3D12Resource* m_resource;
};
} // namespace RHI
} // namespace XCEngine