Refactor D3D12: remove ICommandQueue, IFence dependencies

This commit is contained in:
2026-03-16 21:50:54 +08:00
parent 4a0f6d65d1
commit 472f106a12
7 changed files with 37 additions and 63 deletions

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@@ -4,7 +4,6 @@
#include <wrl/client.h>
#include "../Enums.h"
#include "../CommandAllocator.h"
using Microsoft::WRL::ComPtr;

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@@ -4,7 +4,6 @@
#include <wrl/client.h>
#include "../Enums.h"
#include "../CommandQueue.h"
#include "D3D12Enum.h"
using Microsoft::WRL::ComPtr;
@@ -22,11 +21,10 @@ public:
bool Initialize(ID3D12Device* device, CommandQueueType type = CommandQueueType::Direct);
void Shutdown();
void ExecuteCommandLists(uint32_t count, ICommandList** lists);
void ExecuteCommandLists(uint32_t count, ID3D12CommandList** lists);
void Signal(IFence* fence, uint64_t value);
void Signal(D3D12Fence* fence, uint64_t value);
void Signal(ID3D12Fence* fence, uint64_t value);
void Wait(IFence* fence, uint64_t value);
void Wait(D3D12Fence* fence, uint64_t value);
void Wait(ID3D12Fence* fence, uint64_t value);
uint64_t GetCompletedValue();
void WaitForIdle();

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@@ -5,7 +5,6 @@
#include "../Enums.h"
#include "../Types.h"
#include "../DescriptorHeap.h"
#include "D3D12Enum.h"
using Microsoft::WRL::ComPtr;

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@@ -7,7 +7,7 @@
#include <vector>
#include "../Enums.h"
#include "../RHIDevice.h"
#include "../Types.h"
#include "D3D12Enum.h"
using Microsoft::WRL::ComPtr;
@@ -54,7 +54,7 @@ public:
ID3D12Device* GetDevice() const { return m_device.Get(); }
IDXGIFactory4* GetFactory() const { return m_factory.Get(); }
const ::XCEngine::RHI::DeviceInfo& GetDeviceInfo() const { return m_deviceInfo; }
const AdapterInfo& GetAdapterInfo() const { return m_adapterInfo; }
std::vector<AdapterInfo> EnumerateAdapters();
@@ -66,39 +66,38 @@ public:
bool IsDeviceRemoved() const { return m_isDeviceRemoved; }
// Factory methods
ICommandQueue* CreateCommandQueue(const CommandQueueDesc& desc);
ICommandList* CreateCommandList(const CommandListDesc& desc);
ICommandAllocator* CreateCommandAllocator(const CommandAllocatorDesc& desc);
IFence* CreateFence(const FenceDesc& desc);
IDescriptorHeap* CreateDescriptorHeap(const DescriptorHeapDesc& desc);
IQueryHeap* CreateQueryHeap(const QueryHeapDesc& desc);
IRootSignature* CreateRootSignature(const RootSignatureDesc& desc);
IPipelineState* CreatePipelineState(const PipelineStateDesc& desc);
ISampler* CreateSampler(const SamplerDesc& desc);
ITexture* CreateTexture(const TextureDesc& desc);
IBuffer* CreateBuffer(const BufferDesc& desc);
ISwapChain* CreateSwapChain(const SwapChainDesc& desc);
IShader* CompileShader(const ShaderCompileDesc& desc);
D3D12CommandQueue* CreateCommandQueue(const CommandQueueDesc& desc);
D3D12CommandList* CreateCommandList(const CommandListDesc& desc);
D3D12CommandAllocator* CreateCommandAllocator(const CommandAllocatorDesc& desc);
D3D12Fence* CreateFence(const FenceDesc& desc);
D3D12DescriptorHeap* CreateDescriptorHeap(const DescriptorHeapDesc& desc);
D3D12QueryHeap* CreateQueryHeap(const QueryHeapDesc& desc);
D3D12RootSignature* CreateRootSignature(const RootSignatureDesc& desc);
D3D12PipelineState* CreatePipelineState(const PipelineStateDesc& desc);
D3D12Sampler* CreateSampler(const SamplerDesc& desc);
D3D12Texture* CreateTexture(const TextureDesc& desc);
D3D12Buffer* CreateBuffer(const BufferDesc& desc);
D3D12SwapChain* CreateSwapChain(const SwapChainDesc& desc);
D3D12Shader* CompileShader(const ShaderCompileDesc& desc);
IRenderTargetView* CreateRenderTargetView(IBuffer* resource, const RenderTargetViewDesc& desc);
IDepthStencilView* CreateDepthStencilView(IBuffer* resource, const DepthStencilViewDesc& desc);
IShaderResourceView* CreateShaderResourceView(IBuffer* resource, const ShaderResourceViewDesc& desc);
IUnorderedAccessView* CreateUnorderedAccessView(IBuffer* resource, const UnorderedAccessViewDesc& desc);
IConstantBufferView* CreateConstantBufferView(IBuffer* resource, const ConstantBufferViewDesc& desc);
D3D12RenderTargetView* CreateRenderTargetView(D3D12Buffer* resource, const RenderTargetViewDesc& desc);
D3D12DepthStencilView* CreateDepthStencilView(D3D12Buffer* resource, const DepthStencilViewDesc& desc);
D3D12ShaderResourceView* CreateShaderResourceView(D3D12Buffer* resource, const ShaderResourceViewDesc& desc);
D3D12UnorderedAccessView* CreateUnorderedAccessView(D3D12Buffer* resource, const UnorderedAccessViewDesc& desc);
D3D12ConstantBufferView* CreateConstantBufferView(D3D12Buffer* resource, const ConstantBufferViewDesc& desc);
void GetDeviceInfo(DeviceInfo& info) const;
void* GetNativeHandle() const;
private:
bool CreateDXGIFactory(bool enableDebugLayer);
bool CreateDevice(IDXGIAdapter1* adapter);
void QueryDeviceInfo();
void QueryAdapterInfo();
ComPtr<ID3D12Device> m_device;
ComPtr<IDXGIFactory4> m_factory;
ComPtr<IDXGIAdapter1> m_adapter;
::XCEngine::RHI::DeviceInfo m_deviceInfo;
AdapterInfo m_adapterInfo;
bool m_isDeviceRemoved;
bool m_initialized;
};

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@@ -4,7 +4,6 @@
#include <wrl/client.h>
#include <cstdint>
#include "../Fence.h"
using Microsoft::WRL::ComPtr;