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

View File

@@ -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

View File

@@ -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;