test: Add RHI integration tests and update unit tests
- Add CommandQueue unit tests for WaitForIdle and synchronization - Add SwapChain unit tests for Present and buffer operations - Add Texture unit tests for various texture types and mipmaps - Fix RHIIntegrationFixture with proper logging and debug output - Update minimal integration test with RHI abstraction layer - Add GT reference image for minimal test - Update TEST_SPEC.md documentation
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@@ -8,14 +8,28 @@
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#include "XCEngine/RHI/D3D12/D3D12SwapChain.h"
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#include "XCEngine/RHI/D3D12/D3D12Texture.h"
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#include "XCEngine/RHI/D3D12/D3D12CommandList.h"
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#include "XCEngine/RHI/D3D12/D3D12DescriptorHeap.h"
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#include "XCEngine/RHI/D3D12/D3D12ResourceView.h"
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#include "XCEngine/RHI/RHIFence.h"
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#include "XCEngine/RHI/RHIScreenshot.h"
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#include "XCEngine/RHI/RHIEnums.h"
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using namespace XCEngine::Debug;
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using namespace XCEngine::Containers;
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namespace XCEngine {
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namespace RHI {
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namespace Integration {
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void Log(const char* format, ...) {
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char buffer[1024];
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va_list args;
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va_start(args, format);
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vsnprintf(buffer, sizeof(buffer), format, args);
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va_end(args);
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Logger::Get().Debug(LogCategory::Rendering, String(buffer));
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}
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void RHIIntegrationFixture::SetUp() {
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WNDCLASSEXW wc = {};
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wc.cbSize = sizeof(WNDCLASSEXW);
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@@ -75,6 +89,37 @@ void RHIIntegrationFixture::SetUp() {
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mCommandList = mDevice->CreateCommandList(cmdDesc);
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ASSERT_NE(mCommandList, nullptr);
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if (GetParam() == RHIType::D3D12) {
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auto* d3d12Device = static_cast<D3D12Device*>(mDevice);
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auto* d3d12SwapChain = static_cast<D3D12SwapChain*>(mSwapChain);
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ID3D12Device* device = d3d12Device->GetDevice();
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mRTVHeap = new D3D12DescriptorHeap();
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mRTVHeap->Initialize(device, DescriptorHeapType::RTV, 2);
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mDSVHeap = new D3D12DescriptorHeap();
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mDSVHeap->Initialize(device, DescriptorHeapType::DSV, 1);
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for (int i = 0; i < 2; i++) {
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D3D12Texture& backBuffer = d3d12SwapChain->GetBackBuffer(i);
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CPUDescriptorHandle rtvCpuHandle = mRTVHeap->GetCPUDescriptorHandle(i);
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D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = { rtvCpuHandle.ptr };
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D3D12_RENDER_TARGET_VIEW_DESC rtvDesc = D3D12ResourceView::CreateRenderTargetDesc(Format::R8G8B8A8_UNorm, D3D12_RTV_DIMENSION_TEXTURE2D);
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auto* rtv = new D3D12ResourceView();
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rtv->InitializeAsRenderTarget(device, backBuffer.GetResource(), &rtvDesc, mRTVHeap, i);
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mRTVs.push_back(rtv);
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}
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D3D12Texture depthStencil;
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depthStencil.InitializeDepthStencil(device, width, height);
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D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = D3D12ResourceView::CreateDepthStencilDesc(Format::D24_UNorm_S8_UInt, D3D12_DSV_DIMENSION_TEXTURE2D);
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auto* d3d12DSV = new D3D12ResourceView();
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d3d12DSV->InitializeAsDepthStencil(device, depthStencil.GetResource(), &dsvDesc, mDSVHeap, 0);
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mDSV = d3d12DSV;
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}
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mScreenshot = RHIScreenshot::Create(GetParam());
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ASSERT_NE(mScreenshot, nullptr);
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@@ -84,9 +129,35 @@ void RHIIntegrationFixture::SetUp() {
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void RHIIntegrationFixture::BeginRender() {
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mCurrentBackBufferIndex = mSwapChain->GetCurrentBackBufferIndex();
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Log("[TEST] BeginRender: backBufferIndex=%d", mCurrentBackBufferIndex);
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}
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void RHIIntegrationFixture::SetRenderTargetForClear() {
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if (GetParam() == RHIType::D3D12) {
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Log("[TEST] SetRenderTargetForClear: D3D12 branch, mRTVs.size=%d, index=%d",
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(int)mRTVs.size(), mCurrentBackBufferIndex);
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if (!mRTVs.empty() && mCurrentBackBufferIndex < mRTVs.size()) {
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D3D12Texture* backBuffer = static_cast<D3D12Texture*>(mSwapChain->GetCurrentBackBuffer());
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D3D12CommandList* d3d12CmdList = static_cast<D3D12CommandList*>(mCommandList);
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Log("[TEST] SetRenderTargetForClear: calling TransitionBarrier");
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d3d12CmdList->TransitionBarrier(backBuffer->GetResource(), ResourceStates::Present, ResourceStates::RenderTarget);
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RHIResourceView* rtv = mRTVs[mCurrentBackBufferIndex];
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Log("[TEST] SetRenderTargetForClear: calling SetRenderTargets, rtv=%p", (void*)rtv);
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mCommandList->SetRenderTargets(1, &rtv, nullptr);
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Log("[TEST] SetRenderTargetForClear: done");
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} else {
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Log("[TEST] SetRenderTargetForClear: skipped - condition failed");
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}
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}
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}
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void RHIIntegrationFixture::EndRender() {
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if (GetParam() == RHIType::D3D12) {
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D3D12Texture* backBuffer = static_cast<D3D12Texture*>(mSwapChain->GetCurrentBackBuffer());
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D3D12CommandList* d3d12CmdList = static_cast<D3D12CommandList*>(mCommandList);
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d3d12CmdList->TransitionBarrier(backBuffer->GetResource(), ResourceStates::RenderTarget, ResourceStates::Present);
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}
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Log("[TEST] EndRender called");
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}
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void RHIIntegrationFixture::TearDown() {
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@@ -96,6 +167,30 @@ void RHIIntegrationFixture::TearDown() {
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mScreenshot = nullptr;
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}
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if (GetParam() == RHIType::D3D12) {
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for (auto* rtv : mRTVs) {
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delete rtv;
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}
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mRTVs.clear();
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if (mDSV) {
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delete mDSV;
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mDSV = nullptr;
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}
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if (mRTVHeap) {
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mRTVHeap->Shutdown();
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delete mRTVHeap;
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mRTVHeap = nullptr;
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}
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if (mDSVHeap) {
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mDSVHeap->Shutdown();
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delete mDSVHeap;
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mDSVHeap = nullptr;
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}
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}
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if (mCommandList) {
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mCommandList->Shutdown();
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delete mCommandList;
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@@ -156,9 +251,14 @@ void RHIIntegrationFixture::WaitForGPU() {
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bool RHIIntegrationFixture::TakeScreenshot(const char* filename) {
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if (!mScreenshot || !mDevice || !mSwapChain) {
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Log("[TEST] TakeScreenshot: failed - mScreenshot=%p, mDevice=%p, mSwapChain=%p",
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(void*)mScreenshot, (void*)mDevice, (void*)mSwapChain);
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return false;
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}
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return mScreenshot->Capture(mDevice, mSwapChain, filename);
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Log("[TEST] TakeScreenshot: capturing to %s", filename);
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bool result = mScreenshot->Capture(mDevice, mSwapChain, filename);
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Log("[TEST] TakeScreenshot: result=%d", result);
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return result;
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}
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bool RHIIntegrationFixture::CompareWithGoldenTemplate(const char* outputPpm, const char* gtPpm, float threshold) {
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@@ -185,4 +285,4 @@ bool RHIIntegrationFixture::CompareWithGoldenTemplate(const char* outputPpm, con
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} // namespace Integration
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} // namespace RHI
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} // namespace XCEngine
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} // namespace XCEngine
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@@ -12,11 +12,23 @@
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#include "XCEngine/RHI/RHIScreenshot.h"
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#include "XCEngine/RHI/RHIEnums.h"
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#include "XCEngine/RHI/OpenGL/OpenGLDevice.h"
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#include "XCEngine/Debug/Logger.h"
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#include "XCEngine/Debug/ConsoleLogSink.h"
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#if defined(XCENGINE_SUPPORT_D3D12)
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#include "XCEngine/RHI/D3D12/D3D12Device.h"
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#include "XCEngine/RHI/D3D12/D3D12CommandList.h"
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#include "XCEngine/RHI/D3D12/D3D12SwapChain.h"
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#include "XCEngine/RHI/D3D12/D3D12Texture.h"
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#include "XCEngine/RHI/D3D12/D3D12DescriptorHeap.h"
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#endif
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namespace XCEngine {
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namespace RHI {
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namespace Integration {
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void Log(const char* format, ...);
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class RHIIntegrationFixture : public ::testing::TestWithParam<RHIType> {
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protected:
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void SetUp() override;
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@@ -34,6 +46,8 @@ protected:
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RHIType GetBackendType() const { return GetParam(); }
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HWND GetWindowHandle() const { return mWindow; }
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int GetCurrentBackBufferIndex() const { return mCurrentBackBufferIndex; }
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RHITexture* GetCurrentBackBuffer() { return mSwapChain ? mSwapChain->GetCurrentBackBuffer() : nullptr; }
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void SetRenderTargetForClear();
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virtual void RenderFrame() {}
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@@ -48,6 +62,13 @@ private:
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RHIScreenshot* mScreenshot = nullptr;
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HWND mWindow = nullptr;
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int mCurrentBackBufferIndex = 0;
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#if defined(XCENGINE_SUPPORT_D3D12)
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D3D12DescriptorHeap* mRTVHeap = nullptr;
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D3D12DescriptorHeap* mDSVHeap = nullptr;
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std::vector<RHIResourceView*> mRTVs;
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RHIResourceView* mDSV = nullptr;
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#endif
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};
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} // namespace Integration
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