feat: 实现 D3D12DescriptorHeap 描述符堆类

- 添加 D3D12DescriptorHeap.h 头文件
- 实现 ID3D12DescriptorHeap 封装
- 支持 RTV、DSV、CBV_SRV_UAV、Sampler 堆类型
- 支持 GPU 可见描述符堆
- 添加 GetCPUDescriptorHandle、GetGPUDescriptorHandle 等方法
- 测试通过
This commit is contained in:
2026-03-15 18:17:59 +08:00
parent ddd3140114
commit 7f064e9e71
3 changed files with 107 additions and 0 deletions

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@@ -88,12 +88,14 @@ add_library(XCEngine STATIC
include/XCEngine/RHI/D3D12/D3D12CommandQueue.h
include/XCEngine/RHI/D3D12/D3D12CommandAllocator.h
include/XCEngine/RHI/D3D12/D3D12CommandList.h
include/XCEngine/RHI/D3D12/D3D12DescriptorHeap.h
include/XCEngine/RHI/D3D12/D3D12Fence.h
include/XCEngine/RHI/D3D12/D3D12Screenshot.h
src/RHI/D3D12Device.cpp
src/RHI/D3D12CommandQueue.cpp
src/RHI/D3D12CommandAllocator.cpp
src/RHI/D3D12CommandList.cpp
src/RHI/D3D12DescriptorHeap.cpp
src/RHI/D3D12Fence.cpp
src/RHI/D3D12Screenshot.cpp
)

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@@ -0,0 +1,43 @@
#pragma once
#include <d3d12.h>
#include <wrl/client.h>
#include "../Enums.h"
#include "D3D12Enum.h"
using Microsoft::WRL::ComPtr;
namespace XCEngine {
namespace RHI {
class D3D12DescriptorHeap {
public:
D3D12DescriptorHeap();
~D3D12DescriptorHeap();
bool Initialize(ID3D12Device* device, DescriptorHeapType type, uint32_t numDescriptors, bool shaderVisible = false);
void Shutdown();
ID3D12DescriptorHeap* GetDescriptorHeap() const { return m_descriptorHeap.Get(); }
D3D12_CPU_DESCRIPTOR_HANDLE GetCPUDescriptorHandle(uint32_t index) const;
D3D12_GPU_DESCRIPTOR_HANDLE GetGPUDescriptorHandle(uint32_t index) const;
uint32_t GetDescriptorCount() const { return m_numDescriptors; }
DescriptorHeapType GetType() const { return m_type; }
uint32_t GetDescriptorSize() const { return m_descriptorSize; }
D3D12_CPU_DESCRIPTOR_HANDLE GetCPUDescriptorHandleForHeapStart() const;
D3D12_GPU_DESCRIPTOR_HANDLE GetGPUDescriptorHandleForHeapStart() const;
private:
ComPtr<ID3D12DescriptorHeap> m_descriptorHeap;
DescriptorHeapType m_type;
uint32_t m_numDescriptors;
uint32_t m_descriptorSize;
bool m_shaderVisible;
};
} // namespace RHI
} // namespace XCEngine

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@@ -0,0 +1,62 @@
#include "XCEngine/RHI/D3D12/D3D12DescriptorHeap.h"
namespace XCEngine {
namespace RHI {
D3D12DescriptorHeap::D3D12DescriptorHeap()
: m_type(DescriptorHeapType::CBV_SRV_UAV)
, m_numDescriptors(0)
, m_descriptorSize(0)
, m_shaderVisible(false) {
}
D3D12DescriptorHeap::~D3D12DescriptorHeap() {
Shutdown();
}
bool D3D12DescriptorHeap::Initialize(ID3D12Device* device, DescriptorHeapType type, uint32_t numDescriptors, bool shaderVisible) {
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
desc.Type = ToD3D12(type);
desc.NumDescriptors = numDescriptors;
desc.Flags = shaderVisible ? D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE : D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
desc.NodeMask = 0;
HRESULT hResult = device->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&m_descriptorHeap));
if (FAILED(hResult)) {
return false;
}
m_type = type;
m_numDescriptors = numDescriptors;
m_shaderVisible = shaderVisible;
m_descriptorSize = device->GetDescriptorHandleIncrementSize(ToD3D12(type));
return true;
}
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();
}
D3D12_GPU_DESCRIPTOR_HANDLE D3D12DescriptorHeap::GetGPUDescriptorHandleForHeapStart() const {
return m_descriptorHeap->GetGPUDescriptorHandleForHeapStart();
}
} // namespace RHI
} // namespace XCEngine