feat: 实现D3D12CommandQueue和D3D12CommandAllocator
- 添加D3D12CommandQueue类封装ID3D12CommandQueue - 添加D3D12CommandAllocator类封装ID3D12CommandAllocator - 在D3D12Enum.h中添加CommandQueueType转换函数 - 在CMake中添加Res文件夹自动拷贝到输出目录 - 更新测试项目使用新的封装类
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@@ -85,7 +85,11 @@ add_library(XCEngine STATIC
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include/XCEngine/RHI/Enums.h
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include/XCEngine/RHI/D3D12/D3D12Enum.h
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include/XCEngine/RHI/D3D12/D3D12Device.h
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include/XCEngine/RHI/D3D12/D3D12CommandQueue.h
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include/XCEngine/RHI/D3D12/D3D12CommandAllocator.h
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src/RHI/D3D12Device.cpp
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src/RHI/D3D12CommandQueue.cpp
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src/RHI/D3D12CommandAllocator.cpp
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)
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target_include_directories(XCEngine PUBLIC
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32
engine/include/XCEngine/RHI/D3D12/D3D12CommandAllocator.h
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32
engine/include/XCEngine/RHI/D3D12/D3D12CommandAllocator.h
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@@ -0,0 +1,32 @@
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#pragma once
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#include <d3d12.h>
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#include <wrl/client.h>
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#include "../Enums.h"
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using Microsoft::WRL::ComPtr;
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namespace XCEngine {
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namespace RHI {
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class D3D12CommandAllocator {
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public:
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D3D12CommandAllocator();
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~D3D12CommandAllocator();
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bool Initialize(ID3D12Device* device, CommandQueueType type = CommandQueueType::Direct);
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void Shutdown();
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void Reset();
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bool IsReady() const;
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ID3D12CommandAllocator* GetCommandAllocator() const { return m_commandAllocator.Get(); }
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private:
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ComPtr<ID3D12CommandAllocator> m_commandAllocator;
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CommandQueueType m_type;
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};
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} // namespace RHI
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} // namespace XCEngine
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40
engine/include/XCEngine/RHI/D3D12/D3D12CommandQueue.h
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40
engine/include/XCEngine/RHI/D3D12/D3D12CommandQueue.h
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@@ -0,0 +1,40 @@
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#pragma once
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#include <d3d12.h>
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#include <wrl/client.h>
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#include "../Enums.h"
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#include "D3D12Enum.h"
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using Microsoft::WRL::ComPtr;
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namespace XCEngine {
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namespace RHI {
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class D3D12CommandQueue {
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public:
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D3D12CommandQueue();
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~D3D12CommandQueue();
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bool Initialize(ID3D12Device* device, CommandQueueType type = CommandQueueType::Direct);
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void Shutdown();
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void ExecuteCommandLists(uint32_t count, ID3D12CommandList** lists);
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void Signal(ID3D12Fence* fence, uint64_t value);
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void Wait(ID3D12Fence* fence, uint64_t value);
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uint64_t GetCompletedValue(ID3D12Fence* fence);
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void WaitForIdle();
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CommandQueueType GetType() const { return m_type; }
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uint64_t GetTimestampFrequency() const { return m_timestampFrequency; }
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ID3D12CommandQueue* GetCommandQueue() const { return m_commandQueue.Get(); }
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private:
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ComPtr<ID3D12CommandQueue> m_commandQueue;
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CommandQueueType m_type;
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uint64_t m_timestampFrequency;
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};
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} // namespace RHI
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} // namespace XCEngine
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@@ -273,5 +273,14 @@ inline D3D12_STENCIL_OP ToD3D12(StencilOp op) {
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return D3D12_STENCIL_OP_KEEP;
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}
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inline D3D12_COMMAND_LIST_TYPE ToD3D12(CommandQueueType type) {
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switch (type) {
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case CommandQueueType::Direct: return D3D12_COMMAND_LIST_TYPE_DIRECT;
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case CommandQueueType::Compute: return D3D12_COMMAND_LIST_TYPE_COMPUTE;
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case CommandQueueType::Copy: return D3D12_COMMAND_LIST_TYPE_COPY;
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}
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return D3D12_COMMAND_LIST_TYPE_DIRECT;
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}
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} // namespace RHI
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} // namespace XCEngine
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36
engine/src/RHI/D3D12CommandAllocator.cpp
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36
engine/src/RHI/D3D12CommandAllocator.cpp
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@@ -0,0 +1,36 @@
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#include "XCEngine/RHI/D3D12/D3D12CommandAllocator.h"
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#include "XCEngine/RHI/D3D12/D3D12Enum.h"
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namespace XCEngine {
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namespace RHI {
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D3D12CommandAllocator::D3D12CommandAllocator()
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: m_type(CommandQueueType::Direct) {
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}
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D3D12CommandAllocator::~D3D12CommandAllocator() {
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Shutdown();
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}
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bool D3D12CommandAllocator::Initialize(ID3D12Device* device, CommandQueueType type) {
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m_type = type;
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HRESULT hResult = device->CreateCommandAllocator(
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ToD3D12(type),
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IID_PPV_ARGS(&m_commandAllocator));
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return SUCCEEDED(hResult);
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}
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void D3D12CommandAllocator::Shutdown() {
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m_commandAllocator.Reset();
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}
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void D3D12CommandAllocator::Reset() {
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m_commandAllocator->Reset();
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}
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bool D3D12CommandAllocator::IsReady() const {
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return m_commandAllocator != nullptr;
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}
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} // namespace RHI
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} // namespace XCEngine
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65
engine/src/RHI/D3D12CommandQueue.cpp
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65
engine/src/RHI/D3D12CommandQueue.cpp
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@@ -0,0 +1,65 @@
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#include "XCEngine/RHI/D3D12/D3D12CommandQueue.h"
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namespace XCEngine {
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namespace RHI {
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D3D12CommandQueue::D3D12CommandQueue()
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: m_timestampFrequency(0)
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, m_type(CommandQueueType::Direct) {
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}
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D3D12CommandQueue::~D3D12CommandQueue() {
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Shutdown();
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}
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bool D3D12CommandQueue::Initialize(ID3D12Device* device, CommandQueueType type) {
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D3D12_COMMAND_QUEUE_DESC queueDesc = {};
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queueDesc.Type = ToD3D12(type);
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queueDesc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL;
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queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
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queueDesc.NodeMask = 0;
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HRESULT hResult = device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&m_commandQueue));
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if (FAILED(hResult)) {
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return false;
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}
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m_type = type;
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m_commandQueue->GetTimestampFrequency(&m_timestampFrequency);
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return true;
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}
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void D3D12CommandQueue::Shutdown() {
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m_commandQueue.Reset();
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}
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void D3D12CommandQueue::ExecuteCommandLists(uint32_t count, ID3D12CommandList** lists) {
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m_commandQueue->ExecuteCommandLists(count, lists);
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}
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void D3D12CommandQueue::Signal(ID3D12Fence* fence, uint64_t value) {
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m_commandQueue->Signal(fence, value);
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}
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void D3D12CommandQueue::Wait(ID3D12Fence* fence, uint64_t value) {
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m_commandQueue->Wait(fence, value);
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}
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uint64_t D3D12CommandQueue::GetCompletedValue(ID3D12Fence* fence) {
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if (fence) {
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return fence->GetCompletedValue();
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}
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return 0;
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}
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void D3D12CommandQueue::WaitForIdle() {
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ID3D12Fence* fence = nullptr;
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HRESULT hResult = m_commandQueue->GetDevice(IID_PPV_ARGS(&fence));
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if (SUCCEEDED(hResult)) {
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m_commandQueue->Wait(fence, UINT64_MAX);
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fence->Release();
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}
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}
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} // namespace RHI
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} // namespace XCEngine
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@@ -26,3 +26,10 @@ target_link_libraries(D3D12 PRIVATE
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winmm
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XCEngine
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)
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# Copy Res folder to output directory after build
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add_custom_command(TARGET D3D12 POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_directory
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${CMAKE_SOURCE_DIR}/tests/D3D12/Res
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$<TARGET_FILE_DIR:D3D12>/Res
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)
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@@ -14,6 +14,8 @@
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#include "XCEngine/RHI/Enums.h"
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#include "XCEngine/RHI/D3D12/D3D12Enum.h"
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#include "XCEngine/RHI/D3D12/D3D12Device.h"
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#include "XCEngine/RHI/D3D12/D3D12CommandQueue.h"
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#include "XCEngine/RHI/D3D12/D3D12CommandAllocator.h"
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using namespace XCEngine::RHI;
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@@ -26,7 +28,7 @@ using namespace XCEngine::RHI;
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// D3D12 核心全局对象 (最小渲染所需)
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//=================================================================================
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XCEngine::RHI::D3D12Device gDevice;
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ID3D12CommandQueue* gCommandQueue = nullptr;
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XCEngine::RHI::D3D12CommandQueue gCommandQueue;
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IDXGISwapChain3* gSwapChain = nullptr;
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// 渲染目标 (SwapChain的后台Buffer)
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@@ -41,7 +43,7 @@ UINT gRTVDescriptorSize = 0;
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UINT gDSVDescriptorSize = 0;
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// 命令相关
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ID3D12CommandAllocator* gCommandAllocator = nullptr;
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XCEngine::RHI::D3D12CommandAllocator gCommandAllocator;
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ID3D12GraphicsCommandList* gCommandList = nullptr;
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// 同步对象
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@@ -567,11 +569,10 @@ bool InitD3D12(HWND inHWND, int inWidth, int inHeight) {
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ID3D12Device* device = gDevice.GetDevice();
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IDXGIFactory4* dxgiFactory = gDevice.GetFactory();
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D3D12_COMMAND_QUEUE_DESC d3d12CommandQueueDesc = {};
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HRESULT hResult = device->CreateCommandQueue(&d3d12CommandQueueDesc, IID_PPV_ARGS(&gCommandQueue));
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if (FAILED(hResult)) {
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if (!gCommandQueue.Initialize(device, XCEngine::RHI::CommandQueueType::Direct)) {
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return false;
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}
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DXGI_SWAP_CHAIN_DESC swapChainDesc = {};
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swapChainDesc.BufferCount = 2;
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swapChainDesc.BufferDesc = {};
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@@ -585,7 +586,7 @@ bool InitD3D12(HWND inHWND, int inWidth, int inHeight) {
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swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
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IDXGISwapChain* swapChain = nullptr;
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dxgiFactory->CreateSwapChain(gCommandQueue, &swapChainDesc, &swapChain);
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dxgiFactory->CreateSwapChain(gCommandQueue.GetCommandQueue(), &swapChainDesc, &swapChain);
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gSwapChain = static_cast<IDXGISwapChain3*>(swapChain);
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D3D12_HEAP_PROPERTIES d3dHeapProperties = {};
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@@ -642,8 +643,8 @@ bool InitD3D12(HWND inHWND, int inWidth, int inHeight) {
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device->CreateDepthStencilView(gDSRT, &d3dDSViewDesc, gSwapChainDSVHeap->GetCPUDescriptorHandleForHeapStart());
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device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&gCommandAllocator));
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device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, gCommandAllocator, nullptr, IID_PPV_ARGS(&gCommandList));
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gCommandAllocator.Initialize(device, XCEngine::RHI::CommandQueueType::Direct);
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device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, gCommandAllocator.GetCommandAllocator(), nullptr, IID_PPV_ARGS(&gCommandList));
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device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&gFence));
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gFenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
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@@ -655,7 +656,7 @@ bool InitD3D12(HWND inHWND, int inWidth, int inHeight) {
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// 命令相关辅助函数
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//=================================================================================
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ID3D12CommandAllocator* GetCommandAllocator() {
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return gCommandAllocator;
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return gCommandAllocator.GetCommandAllocator();
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}
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ID3D12GraphicsCommandList* GetCommandList() {
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@@ -676,9 +677,9 @@ void WaitForCompletionOfCommandList() {
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void EndCommandList() {
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gCommandList->Close();
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ID3D12CommandList* ppCommandLists[] = { gCommandList };
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gCommandQueue->ExecuteCommandLists(1, ppCommandLists);
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gCommandQueue.ExecuteCommandLists(1, ppCommandLists);
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gFenceValue += 1;
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gCommandQueue->Signal(gFence, gFenceValue);
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gCommandQueue.Signal(gFence, gFenceValue);
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}
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//=================================================================================
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