Separate viewport target and descriptor ownership
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@@ -8,7 +8,6 @@
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#include <XCEngine/Rendering/RenderSurface.h>
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#include <XCEngine/RHI/D3D12/D3D12CommandList.h>
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#include <XCEngine/RHI/D3D12/D3D12CommandQueue.h>
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#include <XCEngine/RHI/D3D12/D3D12DescriptorHeap.h>
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#include <XCEngine/RHI/D3D12/D3D12Device.h>
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#include <XCEngine/RHI/D3D12/D3D12SwapChain.h>
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#include <XCEngine/RHI/D3D12/D3D12Texture.h>
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@@ -32,7 +31,6 @@ namespace XCEngine::UI::Editor::Host {
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class D3D12WindowRenderer {
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public:
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static constexpr UINT kSrvDescriptorCount = 64;
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static constexpr std::uint32_t kSwapChainBufferCount = 3;
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bool Initialize(HWND hwnd, int width, int height);
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@@ -45,22 +43,8 @@ public:
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bool PresentFrame();
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ID3D12Device* GetDevice() const;
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ID3D12DescriptorHeap* GetSrvHeap() const;
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ID3D12CommandQueue* GetCommandQueue() const;
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const std::string& GetLastError() const;
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void AllocateShaderResourceDescriptor(
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D3D12_CPU_DESCRIPTOR_HANDLE* outCpuHandle,
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D3D12_GPU_DESCRIPTOR_HANDLE* outGpuHandle);
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bool CreateShaderResourceTextureDescriptor(
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::XCEngine::RHI::RHIDevice* device,
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::XCEngine::RHI::RHITexture* texture,
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D3D12_CPU_DESCRIPTOR_HANDLE* outCpuHandle,
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D3D12_GPU_DESCRIPTOR_HANDLE* outGpuHandle);
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void FreeShaderResourceDescriptor(
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D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle,
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D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle);
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UINT GetSrvDescriptorSize() const;
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UINT GetSrvDescriptorCount() const;
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::XCEngine::RHI::RHIDevice* GetRHIDevice() const;
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::XCEngine::RHI::RHISwapChain* GetSwapChain() const;
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const ::XCEngine::Rendering::RenderSurface* GetCurrentRenderSurface() const;
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@@ -75,12 +59,6 @@ private:
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::XCEngine::RHI::D3D12CommandList* GetD3D12CommandList() const;
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::XCEngine::RHI::D3D12SwapChain* GetD3D12SwapChain() const;
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::XCEngine::RHI::RHICommandList* GetCurrentCommandList() const;
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void AllocateShaderResourceDescriptorInternal(
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D3D12_CPU_DESCRIPTOR_HANDLE* outCpuHandle,
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D3D12_GPU_DESCRIPTOR_HANDLE* outGpuHandle);
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void FreeShaderResourceDescriptorInternal(
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D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle,
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D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle);
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bool InitializeFrameCompletionFence();
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void ReleaseFrameCompletionFence();
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void WaitForBackBufferFrame(std::uint32_t backBufferIndex);
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@@ -97,9 +75,6 @@ private:
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::XCEngine::RHI::RHICommandQueue* m_commandQueue = nullptr;
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std::array<::XCEngine::RHI::RHICommandList*, kSwapChainBufferCount> m_commandLists = {};
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::XCEngine::RHI::RHISwapChain* m_swapChain = nullptr;
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::XCEngine::RHI::RHIDescriptorPool* m_srvPool = nullptr;
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::XCEngine::RHI::D3D12DescriptorHeap* m_srvHeap = nullptr;
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std::vector<bool> m_srvUsage = {};
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std::vector<::XCEngine::RHI::RHIResourceView*> m_backBufferViews = {};
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std::vector<::XCEngine::Rendering::RenderSurface> m_backBufferSurfaces = {};
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Microsoft::WRL::ComPtr<ID3D12Fence> m_frameCompletionFence = {};
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@@ -108,7 +83,6 @@ private:
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std::uint32_t m_activeBackBufferIndex = 0u;
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std::uint64_t m_lastSubmittedFrameValue = 0;
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std::string m_lastError = {};
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UINT m_srvDescriptorSize = 0;
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};
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} // namespace XCEngine::UI::Editor::Host
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