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

View File

@@ -98,6 +98,10 @@ add_library(XCEngine STATIC
include/XCEngine/RHI/D3D12/D3D12SwapChain.h include/XCEngine/RHI/D3D12/D3D12SwapChain.h
include/XCEngine/RHI/D3D12/D3D12Fence.h include/XCEngine/RHI/D3D12/D3D12Fence.h
include/XCEngine/RHI/D3D12/D3D12Screenshot.h include/XCEngine/RHI/D3D12/D3D12Screenshot.h
include/XCEngine/RHI/D3D12/D3D12RenderTargetView.h
include/XCEngine/RHI/D3D12/D3D12DepthStencilView.h
include/XCEngine/RHI/D3D12/D3D12ShaderResourceView.h
include/XCEngine/RHI/D3D12/D3D12ConstantBufferView.h
src/RHI/D3D12Device.cpp src/RHI/D3D12Device.cpp
src/RHI/D3D12CommandQueue.cpp src/RHI/D3D12CommandQueue.cpp
src/RHI/D3D12CommandAllocator.cpp src/RHI/D3D12CommandAllocator.cpp
@@ -112,6 +116,10 @@ add_library(XCEngine STATIC
src/RHI/D3D12SwapChain.cpp src/RHI/D3D12SwapChain.cpp
src/RHI/D3D12Fence.cpp src/RHI/D3D12Fence.cpp
src/RHI/D3D12Screenshot.cpp src/RHI/D3D12Screenshot.cpp
src/RHI/D3D12RenderTargetView.cpp
src/RHI/D3D12DepthStencilView.cpp
src/RHI/D3D12ShaderResourceView.cpp
src/RHI/D3D12ConstantBufferView.cpp
) )
target_include_directories(XCEngine PUBLIC target_include_directories(XCEngine PUBLIC

View File

@@ -0,0 +1,27 @@
#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

View File

@@ -0,0 +1,27 @@
#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

View File

@@ -0,0 +1,27 @@
#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

View File

@@ -0,0 +1,27 @@
#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

View File

@@ -0,0 +1,35 @@
#include "XCEngine/RHI/D3D12/D3D12ConstantBufferView.h"
namespace XCEngine {
namespace RHI {
D3D12ConstantBufferView::D3D12ConstantBufferView()
: m_handle({0})
, m_resource(nullptr) {
}
D3D12ConstantBufferView::~D3D12ConstantBufferView() {
Shutdown();
}
void D3D12ConstantBufferView::Initialize(ID3D12Device* device, ID3D12Resource* buffer, const D3D12_CONSTANT_BUFFER_VIEW_DESC* desc) {
m_resource = buffer;
m_handle = {};
if (desc) {
device->CreateConstantBufferView(desc, m_handle);
} else {
D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {};
cbvDesc.BufferLocation = buffer->GetGPUVirtualAddress();
cbvDesc.SizeInBytes = static_cast<UINT>(buffer->GetDesc().Width);
device->CreateConstantBufferView(&cbvDesc, m_handle);
}
}
void D3D12ConstantBufferView::Shutdown() {
m_handle = {};
m_resource = nullptr;
}
} // namespace RHI
} // namespace XCEngine

View File

@@ -0,0 +1,27 @@
#include "XCEngine/RHI/D3D12/D3D12DepthStencilView.h"
namespace XCEngine {
namespace RHI {
D3D12DepthStencilView::D3D12DepthStencilView()
: m_handle({0})
, m_resource(nullptr) {
}
D3D12DepthStencilView::~D3D12DepthStencilView() {
Shutdown();
}
void D3D12DepthStencilView::Initialize(ID3D12Device* device, ID3D12Resource* resource, const D3D12_DEPTH_STENCIL_VIEW_DESC* desc) {
m_resource = resource;
m_handle = {};
device->CreateDepthStencilView(resource, desc, m_handle);
}
void D3D12DepthStencilView::Shutdown() {
m_handle = {};
m_resource = nullptr;
}
} // namespace RHI
} // namespace XCEngine

View File

@@ -0,0 +1,27 @@
#include "XCEngine/RHI/D3D12/D3D12RenderTargetView.h"
namespace XCEngine {
namespace RHI {
D3D12RenderTargetView::D3D12RenderTargetView()
: m_handle({0})
, m_resource(nullptr) {
}
D3D12RenderTargetView::~D3D12RenderTargetView() {
Shutdown();
}
void D3D12RenderTargetView::Initialize(ID3D12Device* device, ID3D12Resource* resource, const D3D12_RENDER_TARGET_VIEW_DESC* desc) {
m_resource = resource;
m_handle = {};
device->CreateRenderTargetView(resource, desc, m_handle);
}
void D3D12RenderTargetView::Shutdown() {
m_handle = {};
m_resource = nullptr;
}
} // namespace RHI
} // namespace XCEngine

View File

@@ -0,0 +1,27 @@
#include "XCEngine/RHI/D3D12/D3D12ShaderResourceView.h"
namespace XCEngine {
namespace RHI {
D3D12ShaderResourceView::D3D12ShaderResourceView()
: m_handle({0})
, m_resource(nullptr) {
}
D3D12ShaderResourceView::~D3D12ShaderResourceView() {
Shutdown();
}
void D3D12ShaderResourceView::Initialize(ID3D12Device* device, ID3D12Resource* resource, const D3D12_SHADER_RESOURCE_VIEW_DESC* desc) {
m_resource = resource;
m_handle = {};
device->CreateShaderResourceView(resource, desc, m_handle);
}
void D3D12ShaderResourceView::Shutdown() {
m_handle = {};
m_resource = nullptr;
}
} // namespace RHI
} // namespace XCEngine