Remove helper functions: GetCommandAllocator, GetCommandList, GetD3DDevice, SwapD3D12Buffers

This commit is contained in:
2026-03-15 19:25:43 +08:00
parent f1cbf4e3a6
commit a1f0de4e4d

View File

@@ -633,14 +633,6 @@ bool InitD3D12(HWND inHWND, int inWidth, int inHeight) {
//================================================================================= //=================================================================================
// 命令相关辅助函数 // 命令相关辅助函数
//================================================================================= //=================================================================================
ID3D12CommandAllocator* GetCommandAllocator() {
return gCommandAllocator.GetCommandAllocator();
}
ID3D12GraphicsCommandList* GetCommandList() {
return gCommandList.GetCommandList();
}
void WaitForCompletionOfCommandList() { void WaitForCompletionOfCommandList() {
UINT64 completed = gFence.GetCompletedValue(); UINT64 completed = gFence.GetCompletedValue();
UINT64 current = gFenceValue; UINT64 current = gFenceValue;
@@ -698,13 +690,6 @@ void EndRenderToSwapChain(ID3D12GraphicsCommandList* inCommandList) {
inCommandList->ResourceBarrier(1, &barrier); inCommandList->ResourceBarrier(1, &barrier);
} }
//=================================================================================
// 交换缓冲区 (显示渲染结果)
//=================================================================================
void SwapD3D12Buffers() {
gSwapChain.Present(0, 0);
}
//================================================================================= //=================================================================================
// 截图保存 Debug 工具 // 截图保存 Debug 工具
// 使用 RHI 模块的 D3D12Screenshot 类 // 使用 RHI 模块的 D3D12Screenshot 类
@@ -724,13 +709,6 @@ bool SaveScreenshot(const char* filename, int width, int height) {
return result; return result;
} }
//=================================================================================
// 获取D3D12设备
//=================================================================================
ID3D12Device* GetD3DDevice() {
return gDevice.GetDevice();
}
//================================================================================= //=================================================================================
// Win32 窗口相关 // Win32 窗口相关
//================================================================================= //=================================================================================
@@ -804,7 +782,7 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
} }
InitD3D12(hwnd, 1280, 720); InitD3D12(hwnd, 1280, 720);
ID3D12CommandAllocator* commandAllocator = GetCommandAllocator(); ID3D12CommandAllocator* commandAllocator = gCommandAllocator.GetCommandAllocator();
StaticMeshComponent staticMeshComponent; StaticMeshComponent staticMeshComponent;
staticMeshComponent.InitFromFile(gCommandList.GetCommandList(), "Res/Model/Sphere.lhsm"); staticMeshComponent.InitFromFile(gCommandList.GetCommandList(), "Res/Model/Sphere.lhsm");
@@ -853,7 +831,7 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
ID3D12Resource* texture = CreateTexture2D(gCommandList.GetCommandList(), pixels, ID3D12Resource* texture = CreateTexture2D(gCommandList.GetCommandList(), pixels,
imageWidth * imageHeight * imageChannel, imageWidth, imageHeight, DXGI_FORMAT_R8G8B8A8_UNORM); imageWidth * imageHeight * imageChannel, imageWidth, imageHeight, DXGI_FORMAT_R8G8B8A8_UNORM);
delete[] pixels; delete[] pixels;
ID3D12Device* d3dDevice = GetD3DDevice(); ID3D12Device* d3dDevice = gDevice.GetDevice();
XCEngine::RHI::D3D12DescriptorHeap srvHeap; XCEngine::RHI::D3D12DescriptorHeap srvHeap;
srvHeap.Initialize(d3dDevice, XCEngine::RHI::DescriptorHeapType::CBV_SRV_UAV, 3, true); srvHeap.Initialize(d3dDevice, XCEngine::RHI::DescriptorHeapType::CBV_SRV_UAV, 3, true);
@@ -919,7 +897,7 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
// On screenshot frame, don't Present - we'll screenshot before next frame // On screenshot frame, don't Present - we'll screenshot before next frame
if (frameCount != 30) { if (frameCount != 30) {
SwapD3D12Buffers(); gSwapChain.Present(0, 0);
} }
// Screenshot after rendering is done // Screenshot after rendering is done