Make D3D12Texture and D3D12Buffer implement ITexture and IBuffer interfaces
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@@ -4,13 +4,14 @@
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#include <wrl/client.h>
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#include "D3D12Enum.h"
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#include "../SwapChain.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 D3D12Buffer {
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class D3D12Buffer : public IBuffer {
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public:
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D3D12Buffer();
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~D3D12Buffer();
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@@ -24,13 +25,32 @@ public:
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ID3D12Resource* GetResource() const { return m_resource.Get(); }
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D3D12_RESOURCE_DESC GetDesc() const { return m_resource->GetDesc(); }
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uint64_t GetSize() const { return GetDesc().Width; }
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D3D12_GPU_VIRTUAL_ADDRESS GetGPUVirtualAddress() const { return m_resource->GetGPUVirtualAddress(); }
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void UpdateData(const void* data, uint64_t size);
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void* GetNativeHandle() const override { return m_resource.Get(); }
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ResourceStates GetState() const override { return m_state; }
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void SetState(ResourceStates state) override { m_state = state; }
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uint64_t GetGPUAddress() const override { return m_resource->GetGPUVirtualAddress(); }
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size_t GetSize() const override { return GetDesc().Width; }
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const std::string& GetName() const override { return m_name; }
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void SetName(const std::string& name) override { m_name = name; }
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uint32_t GetStride() const override { return m_stride; }
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BufferType GetBufferType() const override { return m_bufferType; }
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void SetStride(uint32_t stride) { m_stride = stride; }
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void SetBufferType(BufferType type) { m_bufferType = type; }
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private:
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ComPtr<ID3D12Resource> m_resource;
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ResourceStates m_state = ResourceStates::Common;
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std::string m_name;
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uint32_t m_stride = 0;
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BufferType m_bufferType = BufferType::Vertex;
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};
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} // namespace RHI
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@@ -14,13 +14,6 @@ using Microsoft::WRL::ComPtr;
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namespace XCEngine {
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namespace RHI {
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struct ResourceBarrierDesc {
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ID3D12Resource* resource;
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ResourceStates stateBefore;
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ResourceStates stateAfter;
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uint32_t subresource;
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};
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class D3D12CommandList {
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public:
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D3D12CommandList();
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@@ -4,13 +4,14 @@
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#include <wrl/client.h>
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#include "D3D12Enum.h"
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#include "../SwapChain.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 D3D12Texture {
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class D3D12Texture : public ITexture {
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public:
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D3D12Texture();
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~D3D12Texture();
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@@ -29,10 +30,25 @@ public:
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uint32_t GetHeight() const { return GetDesc().Height; }
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uint32_t GetDepth() const { return GetDesc().DepthOrArraySize; }
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uint32_t GetMipLevels() const { return GetDesc().MipLevels; }
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DXGI_FORMAT GetFormat() const { return GetDesc().Format; }
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void* GetNativeHandle() const override { return m_resource.Get(); }
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ResourceStates GetState() const override { return m_state; }
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void SetState(ResourceStates state) override { m_state = state; }
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uint64_t GetGPUAddress() const override { return m_resource->GetGPUVirtualAddress(); }
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size_t GetSize() const override { return GetDesc().Width * GetDesc().Height * GetDesc().DepthOrArraySize; }
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const std::string& GetName() const override { return m_name; }
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void SetName(const std::string& name) override { m_name = name; }
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uint32_t GetArraySize() const override { return GetDesc().DepthOrArraySize; }
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Format GetFormat() const override { return static_cast<Format>(GetDesc().Format); }
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TextureType GetTextureType() const override { return TextureType::Texture2D; }
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private:
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ComPtr<ID3D12Resource> m_resource;
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ResourceStates m_state = ResourceStates::Common;
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std::string m_name;
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};
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} // namespace RHI
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