feat(RHI): 添加 RHIDescriptorPool 抽象类
- 新增 RHIDescriptorPool 抽象基类,定义描述符池统一接口 - D3D12DescriptorHeap 现在继承自 RHIDescriptorPool - 添加 DescriptorPoolDesc 结构体,包含设备指针、类型、数量等信息 - 添加 Initialize(const DescriptorPoolDesc&) 统一初始化方法
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@@ -84,6 +84,7 @@ add_library(XCEngine STATIC
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# RHI
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/RHIEnums.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/RHIFactory.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/RHIDescriptorPool.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/D3D12/D3D12Enum.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/D3D12/D3D12Device.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/RHI/D3D12/D3D12CommandQueue.h
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@@ -5,6 +5,7 @@
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#include "../RHIEnums.h"
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#include "../RHITypes.h"
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#include "../RHIDescriptorPool.h"
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#include "D3D12Enum.h"
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using Microsoft::WRL::ComPtr;
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@@ -12,25 +13,29 @@ using Microsoft::WRL::ComPtr;
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namespace XCEngine {
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namespace RHI {
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class D3D12DescriptorHeap {
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class D3D12DescriptorHeap : public RHIDescriptorPool {
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public:
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D3D12DescriptorHeap();
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~D3D12DescriptorHeap();
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~D3D12DescriptorHeap() override;
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bool Initialize(ID3D12Device* device, DescriptorHeapType type, uint32_t numDescriptors, bool shaderVisible = false);
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void Shutdown();
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void Shutdown() override;
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bool Initialize(const DescriptorPoolDesc& desc) override;
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ID3D12DescriptorHeap* GetDescriptorHeap() const { return m_descriptorHeap.Get(); }
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CPUDescriptorHandle GetCPUDescriptorHandle(uint32_t index);
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GPUDescriptorHandle GetGPUDescriptorHandle(uint32_t index);
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uint32_t GetDescriptorCount() const;
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DescriptorType GetType() const;
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uint32_t GetDescriptorCount() const override;
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DescriptorHeapType GetType() const override;
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uint32_t GetDescriptorSize() const { return m_descriptorSize; }
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D3D12_CPU_DESCRIPTOR_HANDLE GetCPUDescriptorHandleForHeapStart() const;
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D3D12_GPU_DESCRIPTOR_HANDLE GetGPUDescriptorHandleForHeapStart() const;
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void* GetNativeHandle() override { return m_descriptorHeap.Get(); }
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static D3D12_DESCRIPTOR_HEAP_DESC CreateDesc(DescriptorHeapType type, uint32_t numDescriptors, bool shaderVisible = false);
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private:
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30
engine/include/XCEngine/RHI/RHIDescriptorPool.h
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30
engine/include/XCEngine/RHI/RHIDescriptorPool.h
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@@ -0,0 +1,30 @@
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#pragma once
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#include "RHIEnums.h"
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#include <cstdint>
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namespace XCEngine {
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namespace RHI {
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struct DescriptorPoolDesc {
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void* device;
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DescriptorHeapType type;
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uint32_t descriptorCount;
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bool shaderVisible;
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};
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class RHIDescriptorPool {
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public:
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virtual ~RHIDescriptorPool() = default;
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virtual bool Initialize(const DescriptorPoolDesc& desc) = 0;
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virtual void Shutdown() = 0;
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virtual void* GetNativeHandle() = 0;
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virtual uint32_t GetDescriptorCount() const = 0;
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virtual DescriptorHeapType GetType() const = 0;
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};
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} // namespace RHI
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} // namespace XCEngine
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@@ -14,6 +14,15 @@ D3D12DescriptorHeap::~D3D12DescriptorHeap() {
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Shutdown();
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}
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bool D3D12DescriptorHeap::Initialize(const DescriptorPoolDesc& desc) {
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return Initialize(
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static_cast<ID3D12Device*>(desc.device),
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desc.type,
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desc.descriptorCount,
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desc.shaderVisible
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);
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}
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bool D3D12DescriptorHeap::Initialize(ID3D12Device* device, DescriptorHeapType type, uint32_t numDescriptors, bool shaderVisible) {
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D3D12_DESCRIPTOR_HEAP_DESC desc = {};
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desc.Type = ToD3D12(type);
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@@ -62,8 +71,8 @@ GPUDescriptorHandle D3D12DescriptorHeap::GetGPUDescriptorHandle(uint32_t index)
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return result;
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}
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DescriptorType D3D12DescriptorHeap::GetType() const {
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return static_cast<DescriptorType>(m_type);
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DescriptorHeapType D3D12DescriptorHeap::GetType() const {
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return m_type;
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}
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uint32_t D3D12DescriptorHeap::GetDescriptorCount() const {
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