RHI: Add Compute Pipeline abstraction with D3D12 and OpenGL support

- Add SetComputeShader/GetComputeShader/HasComputeShader to RHIPipelineState
- Add m_computePipelineState for D3D12 compute PSO
- Add m_computeProgram/m_computeShader for OpenGL
- Fix OpenGLCommandList::DispatchCompute bug (was ignoring x,y,z params)
- Fix OpenGLShader::GetID usage in OpenGLPipelineState
- Mark Priority 8 as completed in RHI_Design_Issues.md
This commit is contained in:
2026-03-25 01:05:03 +08:00
parent da48b808cd
commit 6328ac8d37
8 changed files with 72 additions and 10 deletions

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@@ -563,7 +563,7 @@ class RHITexture : public RHIResource { ... };
| 5 | TransitionBarrier 针对 View 而非 Resource | 🟡 中 | 中 | ✅ 已完成 |
| 6 | SetGlobal* 空操作 | 🟡 中 | 低 | ✅ 已完成 |
| 7 | OpenGL 特有方法暴露 | 🟡 中 | 高 | ❌ 未完成 |
| 8 | 缺少 Compute Pipeline 抽象 | 🟡 中 | 中 | ❌ 未完成 |
| 8 | 缺少 Compute Pipeline 抽象 | 🟡 中 | 中 | ✅ 已完成 |
---

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@@ -31,6 +31,7 @@ public:
void SetTopology(uint32_t topologyType) override;
void SetRenderTargetFormats(uint32_t count, const uint32_t* formats, uint32_t depthFormat) override;
void SetSampleCount(uint32_t count) override;
void SetComputeShader(RHIShader* shader) override;
// State query
const RasterizerDesc& GetRasterizerState() const override { return m_rasterizerDesc; }
@@ -38,6 +39,8 @@ public:
const DepthStencilStateDesc& GetDepthStencilState() const override { return m_depthStencilDesc; }
const InputLayoutDesc& GetInputLayout() const override { return m_inputLayoutDesc; }
PipelineStateHash GetHash() const override;
RHIShader* GetComputeShader() const override { return m_computeShader; }
bool HasComputeShader() const override { return m_csBytecode.pShaderBytecode != nullptr && m_csBytecode.BytecodeLength > 0; }
// Finalization
bool IsFinalized() const override { return m_finalized; }
@@ -45,12 +48,14 @@ public:
// Shader Bytecode (set by CommandList when binding)
void SetShaderBytecodes(const D3D12_SHADER_BYTECODE& vs, const D3D12_SHADER_BYTECODE& ps, const D3D12_SHADER_BYTECODE& gs = {});
void SetComputeShaderBytecodes(const D3D12_SHADER_BYTECODE& cs);
// Lifecycle
void Shutdown() override;
ID3D12PipelineState* GetPipelineState() const { return m_pipelineState.Get(); }
ID3D12PipelineState* GetComputePipelineState() const { return m_computePipelineState.Get(); }
void* GetNativeHandle() override { return m_pipelineState.Get(); }
PipelineType GetType() const override { return PipelineType::Graphics; }
PipelineType GetType() const override { return HasComputeShader() ? PipelineType::Compute : PipelineType::Graphics; }
void Bind() override;
void Unbind() override;
@@ -71,6 +76,7 @@ public:
private:
bool CreateD3D12PSO();
bool CreateD3D12ComputePSO();
ID3D12Device* m_device;
bool m_finalized = false;
@@ -91,10 +97,13 @@ private:
D3D12_SHADER_BYTECODE m_vsBytecode = {};
D3D12_SHADER_BYTECODE m_psBytecode = {};
D3D12_SHADER_BYTECODE m_gsBytecode = {};
D3D12_SHADER_BYTECODE m_csBytecode = {};
class RHIShader* m_computeShader = nullptr;
ID3D12RootSignature* m_rootSignature = nullptr;
// D3D12 resources
ComPtr<ID3D12PipelineState> m_pipelineState;
ComPtr<ID3D12PipelineState> m_computePipelineState;
std::vector<D3D12_INPUT_ELEMENT_DESC> m_inputElements;
};

View File

@@ -123,7 +123,7 @@ public:
void Dispatch(uint32_t x, uint32_t y, uint32_t z) override;
void DispatchIndirect(unsigned int buffer, size_t offset);
void DispatchCompute(unsigned int x, unsigned int y, unsigned int z, unsigned int groupX, unsigned int groupY, unsigned int groupZ);
void DispatchCompute(unsigned int x, unsigned int y, unsigned int z);
void MemoryBarrier(unsigned int barriers);
void TextureBarrier();

View File

@@ -79,6 +79,7 @@ public:
void SetTopology(uint32_t topologyType) override;
void SetRenderTargetFormats(uint32_t count, const uint32_t* formats, uint32_t depthFormat) override;
void SetSampleCount(uint32_t count) override;
void SetComputeShader(RHIShader* shader) override;
// State query
const RasterizerDesc& GetRasterizerState() const override { return m_rasterizerDesc; }
@@ -86,6 +87,8 @@ public:
const DepthStencilStateDesc& GetDepthStencilState() const override { return m_depthStencilDesc; }
const InputLayoutDesc& GetInputLayout() const override { return m_inputLayoutDesc; }
PipelineStateHash GetHash() const override;
RHIShader* GetComputeShader() const override { return m_computeShader; }
bool HasComputeShader() const override { return m_computeProgram != 0; }
// Finalization (OpenGL doesn't need it)
bool IsFinalized() const override { return true; }
@@ -94,7 +97,7 @@ public:
// Lifecycle
void Shutdown() override;
void* GetNativeHandle() override { return reinterpret_cast<void*>(static_cast<uintptr_t>(m_program)); }
PipelineType GetType() const override { return PipelineType::Graphics; }
PipelineType GetType() const override { return HasComputeShader() ? PipelineType::Compute : PipelineType::Graphics; }
void Bind() override;
void Unbind() override;
@@ -130,6 +133,8 @@ private:
DepthStencilStateDesc m_depthStencilDesc;
uint32_t m_topologyType = 0;
unsigned int m_program = 0;
unsigned int m_computeProgram = 0;
class RHIShader* m_computeShader = nullptr;
bool m_programAttached = false;
// OpenGL specific state

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@@ -6,6 +6,8 @@
namespace XCEngine {
namespace RHI {
class RHIShader;
class RHIPipelineState {
public:
virtual ~RHIPipelineState() = default;
@@ -18,6 +20,7 @@ public:
virtual void SetTopology(uint32_t topologyType) = 0; // PrimitiveTopologyType
virtual void SetRenderTargetFormats(uint32_t count, const uint32_t* formats, uint32_t depthFormat) = 0;
virtual void SetSampleCount(uint32_t count) = 0;
virtual void SetComputeShader(RHIShader* shader) = 0;
// State query
virtual const RasterizerDesc& GetRasterizerState() const = 0;
@@ -25,6 +28,8 @@ public:
virtual const DepthStencilStateDesc& GetDepthStencilState() const = 0;
virtual const InputLayoutDesc& GetInputLayout() const = 0;
virtual PipelineStateHash GetHash() const = 0;
virtual RHIShader* GetComputeShader() const = 0;
virtual bool HasComputeShader() const = 0;
// Finalization (D3D12/Vulkan creates real PSO)
virtual bool IsFinalized() const = 0;

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@@ -1,4 +1,5 @@
#include "XCEngine/RHI/D3D12/D3D12PipelineState.h"
#include "XCEngine/RHI/D3D12/D3D12Shader.h"
#include <cstring>
namespace XCEngine {
@@ -121,8 +122,19 @@ void D3D12PipelineState::SetShaderBytecodes(const D3D12_SHADER_BYTECODE& vs, con
m_gsBytecode = gs;
}
void D3D12PipelineState::SetComputeShader(RHIShader* shader) {
m_computeShader = shader;
}
void D3D12PipelineState::SetComputeShaderBytecodes(const D3D12_SHADER_BYTECODE& cs) {
m_csBytecode = cs;
}
bool D3D12PipelineState::Finalize() {
if (m_finalized) return true;
if (HasComputeShader()) {
return CreateD3D12ComputePSO();
}
return CreateD3D12PSO();
}
@@ -190,8 +202,27 @@ bool D3D12PipelineState::CreateD3D12PSO() {
return true;
}
bool D3D12PipelineState::CreateD3D12ComputePSO() {
if (!m_csBytecode.pShaderBytecode || !m_csBytecode.BytecodeLength) {
return false;
}
D3D12_COMPUTE_PIPELINE_STATE_DESC desc = {};
desc.pRootSignature = m_rootSignature;
desc.CS = m_csBytecode;
HRESULT hr = m_device->CreateComputePipelineState(&desc, IID_PPV_ARGS(&m_computePipelineState));
if (FAILED(hr)) {
return false;
}
m_finalized = true;
return true;
}
void D3D12PipelineState::Shutdown() {
m_pipelineState.Reset();
m_computePipelineState.Reset();
m_finalized = false;
}

View File

@@ -271,11 +271,8 @@ void OpenGLCommandList::DispatchIndirect(unsigned int buffer, size_t offset) {
glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0);
}
void OpenGLCommandList::DispatchCompute(unsigned int x, unsigned int y, unsigned int z, unsigned int groupX, unsigned int groupY, unsigned int groupZ) {
glDispatchCompute(groupX, groupY, groupZ);
(void)x;
(void)y;
(void)z;
void OpenGLCommandList::DispatchCompute(unsigned int x, unsigned int y, unsigned int z) {
glDispatchCompute(x, y, z);
}
void OpenGLCommandList::MemoryBarrier(unsigned int barriers) {

View File

@@ -1,4 +1,5 @@
#include "XCEngine/RHI/OpenGL/OpenGLPipelineState.h"
#include "XCEngine/RHI/OpenGL/OpenGLShader.h"
#include <glad/glad.h>
namespace XCEngine {
@@ -37,6 +38,16 @@ void OpenGLPipelineState::SetRenderTargetFormats(uint32_t count, const uint32_t*
void OpenGLPipelineState::SetSampleCount(uint32_t count) {
}
void OpenGLPipelineState::SetComputeShader(RHIShader* shader) {
m_computeShader = shader;
if (shader) {
OpenGLShader* glShader = static_cast<OpenGLShader*>(shader);
m_computeProgram = glShader->GetID();
} else {
m_computeProgram = 0;
}
}
PipelineStateHash OpenGLPipelineState::GetHash() const {
PipelineStateHash hash = {};
return hash;
@@ -44,11 +55,15 @@ PipelineStateHash OpenGLPipelineState::GetHash() const {
void OpenGLPipelineState::Shutdown() {
m_program = 0;
m_computeProgram = 0;
m_computeShader = nullptr;
m_programAttached = false;
}
void OpenGLPipelineState::Bind() {
if (m_programAttached) {
if (HasComputeShader()) {
glUseProgram(m_computeProgram);
} else if (m_programAttached) {
glUseProgram(m_program);
}
Apply();