Implement IShader and ISwapChain interfaces for D3D12 backend

- D3D12Shader now implements IShader interface with GetBytecode, GetBytecodeSize, GetType, GetInputLayout
- D3D12SwapChain now implements ISwapChain interface with GetBackBuffer returning IResource*
- Added D3D12Texture back buffer storage to SwapChain
- Fixed ISwapChain const correctness (GetCurrentBackBufferIndex, GetBackBuffer)
- main.cpp: use GetD3D12Bytecode() instead of GetBytecode() for PSO creation
This commit is contained in:
2026-03-16 12:38:17 +08:00
parent f4d94bda3d
commit 554c48448b
10 changed files with 84 additions and 46 deletions

View File

@@ -28,11 +28,7 @@ public:
uint32_t GetDescriptorCount() const override;
DescriptorType GetType() const override;
D3D12_CPU_DESCRIPTOR_HANDLE GetCPUDescriptorHandle(uint32_t index) const;
D3D12_GPU_DESCRIPTOR_HANDLE GetGPUDescriptorHandle(uint32_t index) const;
uint32_t GetDescriptorSize() const { return m_descriptorSize; }
D3D12_CPU_DESCRIPTOR_HANDLE GetCPUDescriptorHandleForHeapStart() const;
D3D12_GPU_DESCRIPTOR_HANDLE GetGPUDescriptorHandleForHeapStart() const;

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@@ -1,9 +1,11 @@
#pragma once
#include <d3d12.h>
#include <dxgi1_4.h>
#include <wrl/client.h>
#include <string>
#include "../SwapChain.h"
#include "D3D12Enum.h"
using Microsoft::WRL::ComPtr;
@@ -11,7 +13,7 @@ using Microsoft::WRL::ComPtr;
namespace XCEngine {
namespace RHI {
class D3D12Shader {
class D3D12Shader : public IShader {
public:
D3D12Shader();
~D3D12Shader();
@@ -20,13 +22,17 @@ public:
bool Compile(const void* sourceData, size_t sourceSize, const char* entryPoint, const char* target);
void Shutdown();
const D3D12_SHADER_BYTECODE GetBytecode() const;
ShaderType GetType() const { return m_type; }
const D3D12_SHADER_BYTECODE GetD3D12Bytecode() const;
virtual const void* GetBytecode() const override;
virtual size_t GetBytecodeSize() const override;
virtual ShaderType GetType() const override;
virtual const InputLayoutDesc& GetInputLayout() const override;
private:
ComPtr<ID3DBlob> m_bytecode;
ComPtr<ID3DBlob> m_error;
ShaderType m_type;
InputLayoutDesc m_inputLayout;
};
} // namespace RHI

View File

@@ -4,15 +4,16 @@
#include <dxgi1_4.h>
#include <wrl/client.h>
#include "../Enums.h"
#include "../SwapChain.h"
#include "D3D12Enum.h"
#include "D3D12Texture.h"
using Microsoft::WRL::ComPtr;
namespace XCEngine {
namespace RHI {
class D3D12SwapChain {
class D3D12SwapChain : public ISwapChain {
public:
D3D12SwapChain();
~D3D12SwapChain();
@@ -21,10 +22,13 @@ public:
bool Initialize(IDXGISwapChain* swapChain, uint32_t width, uint32_t height);
void Shutdown();
uint32_t GetCurrentBackBufferIndex() const;
ID3D12Resource* GetBackBuffer(uint32_t index) const;
void Present(uint32_t syncInterval, uint32_t flags);
void Resize(uint32_t width, uint32_t height);
uint32_t GetCurrentBackBufferIndex() const override;
IResource* GetBackBuffer(uint32_t index) const override;
void Present(uint32_t syncInterval, uint32_t flags) override;
void Resize(uint32_t width, uint32_t height) override;
void SetFullscreen(bool fullscreen) override;
bool IsFullscreen() const override;
void* GetNativeHandle() const override;
IDXGISwapChain3* GetSwapChain() const { return m_swapChain.Get(); }
@@ -35,6 +39,7 @@ private:
uint32_t m_width;
uint32_t m_height;
uint32_t m_bufferCount;
std::vector<D3D12Texture> m_backBuffers;
};
} // namespace RHI

View File

@@ -11,8 +11,8 @@ class ISwapChain {
public:
virtual ~ISwapChain() = default;
virtual uint32_t GetCurrentBackBufferIndex() = 0;
virtual IResource* GetBackBuffer(uint32_t index) = 0;
virtual uint32_t GetCurrentBackBufferIndex() const = 0;
virtual IResource* GetBackBuffer(uint32_t index) const = 0;
virtual void Present(uint32_t syncInterval, uint32_t flags) = 0;
virtual void Resize(uint32_t width, uint32_t height) = 0;
virtual void SetFullscreen(bool fullscreen) = 0;

View File

@@ -38,18 +38,6 @@ void D3D12DescriptorHeap::Shutdown() {
m_descriptorHeap.Reset();
}
D3D12_CPU_DESCRIPTOR_HANDLE D3D12DescriptorHeap::GetCPUDescriptorHandle(uint32_t index) const {
D3D12_CPU_DESCRIPTOR_HANDLE handle = m_descriptorHeap->GetCPUDescriptorHandleForHeapStart();
handle.ptr += index * m_descriptorSize;
return handle;
}
D3D12_GPU_DESCRIPTOR_HANDLE D3D12DescriptorHeap::GetGPUDescriptorHandle(uint32_t index) const {
D3D12_GPU_DESCRIPTOR_HANDLE handle = m_descriptorHeap->GetGPUDescriptorHandleForHeapStart();
handle.ptr += index * m_descriptorSize;
return handle;
}
D3D12_CPU_DESCRIPTOR_HANDLE D3D12DescriptorHeap::GetCPUDescriptorHandleForHeapStart() const {
return m_descriptorHeap->GetCPUDescriptorHandleForHeapStart();
}
@@ -59,15 +47,19 @@ D3D12_GPU_DESCRIPTOR_HANDLE D3D12DescriptorHeap::GetGPUDescriptorHandleForHeapSt
}
CPUDescriptorHandle D3D12DescriptorHeap::GetCPUDescriptorHandle(uint32_t index) {
CPUDescriptorHandle handle;
handle.ptr = GetCPUDescriptorHandle(index).ptr;
return handle;
D3D12_CPU_DESCRIPTOR_HANDLE handle = m_descriptorHeap->GetCPUDescriptorHandleForHeapStart();
handle.ptr += index * m_descriptorSize;
CPUDescriptorHandle result;
result.ptr = handle.ptr;
return result;
}
GPUDescriptorHandle D3D12DescriptorHeap::GetGPUDescriptorHandle(uint32_t index) {
GPUDescriptorHandle handle;
handle.ptr = GetGPUDescriptorHandle(index).ptr;
return handle;
D3D12_GPU_DESCRIPTOR_HANDLE handle = m_descriptorHeap->GetGPUDescriptorHandleForHeapStart();
handle.ptr += index * m_descriptorSize;
GPUDescriptorHandle result;
result.ptr = handle.ptr;
return result;
}
DescriptorType D3D12DescriptorHeap::GetType() const {

View File

@@ -57,7 +57,7 @@ void D3D12Shader::Shutdown() {
m_error.Reset();
}
const D3D12_SHADER_BYTECODE D3D12Shader::GetBytecode() const {
const D3D12_SHADER_BYTECODE D3D12Shader::GetD3D12Bytecode() const {
D3D12_SHADER_BYTECODE bytecode = {};
if (m_bytecode) {
bytecode.pShaderBytecode = m_bytecode->GetBufferPointer();
@@ -66,5 +66,27 @@ const D3D12_SHADER_BYTECODE D3D12Shader::GetBytecode() const {
return bytecode;
}
const void* D3D12Shader::GetBytecode() const {
if (m_bytecode) {
return m_bytecode->GetBufferPointer();
}
return nullptr;
}
size_t D3D12Shader::GetBytecodeSize() const {
if (m_bytecode) {
return m_bytecode->GetBufferSize();
}
return 0;
}
const InputLayoutDesc& D3D12Shader::GetInputLayout() const {
return m_inputLayout;
}
ShaderType D3D12Shader::GetType() const {
return m_type;
}
} // namespace RHI
} // namespace XCEngine

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@@ -56,6 +56,13 @@ bool D3D12SwapChain::Initialize(IDXGISwapChain* swapChain, uint32_t width, uint3
m_width = width;
m_height = height;
m_backBuffers.resize(m_bufferCount);
for (uint32_t i = 0; i < m_bufferCount; ++i) {
ID3D12Resource* resource = nullptr;
m_swapChain->GetBuffer(i, IID_PPV_ARGS(&resource));
m_backBuffers[i].InitializeFromExisting(resource);
}
return true;
}
@@ -67,10 +74,11 @@ uint32_t D3D12SwapChain::GetCurrentBackBufferIndex() const {
return m_swapChain->GetCurrentBackBufferIndex();
}
ID3D12Resource* D3D12SwapChain::GetBackBuffer(uint32_t index) const {
ID3D12Resource* resource = nullptr;
m_swapChain->GetBuffer(index, IID_PPV_ARGS(&resource));
return resource;
IResource* D3D12SwapChain::GetBackBuffer(uint32_t index) const {
if (index < m_backBuffers.size()) {
return const_cast<D3D12Texture*>(&m_backBuffers[index]);
}
return nullptr;
}
void D3D12SwapChain::Present(uint32_t syncInterval, uint32_t flags) {
@@ -83,5 +91,19 @@ void D3D12SwapChain::Resize(uint32_t width, uint32_t height) {
m_height = height;
}
void D3D12SwapChain::SetFullscreen(bool fullscreen) {
m_swapChain->SetFullscreenState(fullscreen, nullptr);
}
bool D3D12SwapChain::IsFullscreen() const {
BOOL fullscreen = FALSE;
m_swapChain->GetFullscreenState(&fullscreen, nullptr);
return fullscreen != FALSE;
}
void* D3D12SwapChain::GetNativeHandle() const {
return reinterpret_cast<void*>(m_swapChain.Get());
}
} // namespace RHI
} // namespace XCEngine