feat: 实现 D3D12CommandList 命令列表类

- 添加 D3D12CommandList.h 头文件,包含 Viewport、Rect、ResourceBarrierDesc 结构体
- 实现 ID3D12GraphicsCommandList 封装
- 实现所有渲染命令:TransitionBarrier、UAVBarrier、AliasBarrier
- 实现状态追踪和资源追踪
- 添加到 CMakeLists.txt 构建系统
- 修复 tests/D3D12/run.bat 路径问题
This commit is contained in:
2026-03-15 18:05:06 +08:00
parent 58341c9daf
commit bf37b1c00c
4 changed files with 447 additions and 3 deletions

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@@ -87,11 +87,13 @@ add_library(XCEngine STATIC
include/XCEngine/RHI/D3D12/D3D12Device.h
include/XCEngine/RHI/D3D12/D3D12CommandQueue.h
include/XCEngine/RHI/D3D12/D3D12CommandAllocator.h
include/XCEngine/RHI/D3D12/D3D12CommandList.h
include/XCEngine/RHI/D3D12/D3D12Fence.h
include/XCEngine/RHI/D3D12/D3D12Screenshot.h
src/RHI/D3D12Device.cpp
src/RHI/D3D12CommandQueue.cpp
src/RHI/D3D12CommandAllocator.cpp
src/RHI/D3D12CommandList.cpp
src/RHI/D3D12Fence.cpp
src/RHI/D3D12Screenshot.cpp
)

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@@ -0,0 +1,116 @@
#pragma once
#include <d3d12.h>
#include <wrl/client.h>
#include <vector>
#include <unordered_map>
#include "../Enums.h"
#include "D3D12Enum.h"
using Microsoft::WRL::ComPtr;
namespace XCEngine {
namespace RHI {
struct Viewport {
float topLeftX;
float topLeftY;
float width;
float height;
float minDepth;
float maxDepth;
};
struct Rect {
int32_t left;
int32_t top;
int32_t right;
int32_t bottom;
};
struct ResourceBarrierDesc {
ID3D12Resource* resource;
ResourceStates stateBefore;
ResourceStates stateAfter;
uint32_t subresource;
};
class D3D12CommandList {
public:
D3D12CommandList();
~D3D12CommandList();
bool Initialize(ID3D12Device* device, CommandQueueType type = CommandQueueType::Direct);
void Shutdown();
void Reset(ID3D12CommandAllocator* allocator);
void Close();
ID3D12GraphicsCommandList* GetCommandList() const { return m_commandList.Get(); }
void TransitionBarrier(ID3D12Resource* resource, ResourceStates stateBefore, ResourceStates stateAfter, uint32_t subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES);
void UAVBarrier(ID3D12Resource* resource = nullptr);
void AliasBarrier(ID3D12Resource* beforeResource = nullptr, ID3D12Resource* afterResource = nullptr);
void SetPipelineState(ID3D12PipelineState* pso);
void SetRootSignature(ID3D12RootSignature* signature);
void SetViewport(const Viewport& viewport);
void SetViewports(uint32_t count, const Viewport* viewports);
void SetScissorRect(const Rect& rect);
void SetScissorRects(uint32_t count, const Rect* rects);
void SetPrimitiveTopology(PrimitiveTopology topology);
void SetRenderTargets(uint32_t count, ID3D12Resource** renderTargets, ID3D12Resource* depthStencil = nullptr);
void SetVertexBuffer(uint32_t slot, ID3D12Resource* buffer, uint64_t offset, uint32_t stride);
void SetVertexBuffers(uint32_t startSlot, uint32_t count, const D3D12_VERTEX_BUFFER_VIEW* views);
void SetIndexBuffer(ID3D12Resource* buffer, uint64_t offset, Format indexFormat);
void SetDescriptorHeap(ID3D12DescriptorHeap* heap);
void SetGraphicsDescriptorTable(uint32_t rootParameterIndex, D3D12_GPU_DESCRIPTOR_HANDLE baseHandle);
void SetComputeDescriptorTable(uint32_t rootParameterIndex, D3D12_GPU_DESCRIPTOR_HANDLE baseHandle);
void SetStencilRef(uint32_t stencilRef);
void SetBlendFactor(const float blendFactor[4]);
void SetDepthBias(float depthBias, float slopeScaledDepthBias, float depthBiasClamp);
void Draw(uint32_t vertexCount, uint32_t instanceCount = 1, uint32_t startVertex = 0, uint32_t startInstance = 0);
void DrawIndexed(uint32_t indexCount, uint32_t instanceCount = 1, uint32_t startIndex = 0, int32_t baseVertex = 0, uint32_t startInstance = 0);
void DrawInstancedIndirect(ID3D12Resource* argBuffer, uint64_t alignedByteOffset);
void DrawIndexedInstancedIndirect(ID3D12Resource* argBuffer, uint64_t alignedByteOffset);
void ClearRenderTargetView(ID3D12Resource* renderTarget, const float color[4], uint32_t rectCount = 0, const D3D12_RECT* rects = nullptr);
void ClearDepthStencilView(ID3D12Resource* depthStencil, uint32_t clearFlags, float depth = 1.0f, uint8_t stencil = 0, uint32_t rectCount = 0, const D3D12_RECT* rects = nullptr);
void ClearUnorderedAccessView(D3D12_GPU_DESCRIPTOR_HANDLE viewHandle, D3D12_CPU_DESCRIPTOR_HANDLE resourceHandle, ID3D12Resource* unorderedAccess, const float values[4], uint32_t rectCount = 0, const D3D12_RECT* rects = nullptr);
void CopyResource(ID3D12Resource* dst, ID3D12Resource* src);
void CopyBuffer(ID3D12Resource* dst, uint64_t dstOffset, ID3D12Resource* src, uint64_t srcOffset, uint64_t size);
void CopyTexture(ID3D12Resource* dst, const D3D12_TEXTURE_COPY_LOCATION& dstLocation, ID3D12Resource* src, const D3D12_TEXTURE_COPY_LOCATION& srcLocation);
void BeginQuery(ID3D12QueryHeap* queryHeap, QueryType type, uint32_t index);
void EndQuery(ID3D12QueryHeap* queryHeap, QueryType type, uint32_t index);
void ResolveQueryData(ID3D12QueryHeap* queryHeap, QueryType type, uint32_t startIndex, uint32_t count, ID3D12Resource* resultBuffer, uint64_t resultOffset);
void Dispatch(uint32_t threadGroupCountX, uint32_t threadGroupCountY, uint32_t threadGroupCountZ);
void DispatchIndirect(ID3D12Resource* argBuffer, uint64_t alignedByteOffset);
void ExecuteBundle(ID3D12GraphicsCommandList* bundle);
ResourceStates GetResourceState(ID3D12Resource* resource) const;
void TrackResource(ID3D12Resource* resource);
private:
ComPtr<ID3D12GraphicsCommandList> m_commandList;
CommandQueueType m_type;
std::unordered_map<ID3D12Resource*, ResourceStates> m_resourceStateMap;
std::vector<ID3D12Resource*> m_trackedResources;
D3D12_PRIMITIVE_TOPOLOGY m_currentTopology;
ID3D12PipelineState* m_currentPipelineState;
ID3D12RootSignature* m_currentRootSignature;
ID3D12DescriptorHeap* m_currentDescriptorHeap;
};
} // namespace RHI
} // namespace XCEngine

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@@ -0,0 +1,326 @@
#include "XCEngine/RHI/D3D12/D3D12CommandList.h"
namespace XCEngine {
namespace RHI {
D3D12CommandList::D3D12CommandList()
: m_type(CommandQueueType::Direct)
, m_currentTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST)
, m_currentPipelineState(nullptr)
, m_currentRootSignature(nullptr)
, m_currentDescriptorHeap(nullptr) {
}
D3D12CommandList::~D3D12CommandList() {
Shutdown();
}
bool D3D12CommandList::Initialize(ID3D12Device* device, CommandQueueType type) {
D3D12_COMMAND_LIST_TYPE listType = ToD3D12(type);
ComPtr<ID3D12CommandAllocator> tempAllocator;
HRESULT hResult = device->CreateCommandAllocator(
listType,
IID_PPV_ARGS(&tempAllocator)
);
if (FAILED(hResult)) {
return false;
}
hResult = device->CreateCommandList(
0,
listType,
tempAllocator.Get(),
nullptr,
IID_PPV_ARGS(&m_commandList)
);
if (FAILED(hResult)) {
return false;
}
m_type = type;
m_commandList->Close();
return true;
}
void D3D12CommandList::Shutdown() {
m_commandList.Reset();
m_resourceStateMap.clear();
m_trackedResources.clear();
}
void D3D12CommandList::Reset(ID3D12CommandAllocator* allocator) {
m_commandList->Reset(allocator, nullptr);
m_currentTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
m_currentPipelineState = nullptr;
m_currentRootSignature = nullptr;
m_currentDescriptorHeap = nullptr;
}
void D3D12CommandList::Close() {
m_commandList->Close();
}
void D3D12CommandList::TransitionBarrier(ID3D12Resource* resource, ResourceStates stateBefore, ResourceStates stateAfter, uint32_t subresource) {
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = resource;
barrier.Transition.StateBefore = ToD3D12(stateBefore);
barrier.Transition.StateAfter = ToD3D12(stateAfter);
barrier.Transition.Subresource = subresource;
m_commandList->ResourceBarrier(1, &barrier);
m_resourceStateMap[resource] = stateAfter;
}
void D3D12CommandList::UAVBarrier(ID3D12Resource* resource) {
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.UAV.pResource = resource;
m_commandList->ResourceBarrier(1, &barrier);
}
void D3D12CommandList::AliasBarrier(ID3D12Resource* beforeResource, ID3D12Resource* afterResource) {
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_ALIASING;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Aliasing.pResourceBefore = beforeResource;
barrier.Aliasing.pResourceAfter = afterResource;
m_commandList->ResourceBarrier(1, &barrier);
}
void D3D12CommandList::SetPipelineState(ID3D12PipelineState* pso) {
m_commandList->SetPipelineState(pso);
m_currentPipelineState = pso;
}
void D3D12CommandList::SetRootSignature(ID3D12RootSignature* signature) {
m_commandList->SetGraphicsRootSignature(signature);
m_currentRootSignature = signature;
}
void D3D12CommandList::SetViewport(const Viewport& viewport) {
D3D12_VIEWPORT d3d12Viewport = {};
d3d12Viewport.TopLeftX = viewport.topLeftX;
d3d12Viewport.TopLeftY = viewport.topLeftY;
d3d12Viewport.Width = viewport.width;
d3d12Viewport.Height = viewport.height;
d3d12Viewport.MinDepth = viewport.minDepth;
d3d12Viewport.MaxDepth = viewport.maxDepth;
m_commandList->RSSetViewports(1, &d3d12Viewport);
}
void D3D12CommandList::SetViewports(uint32_t count, const Viewport* viewports) {
std::vector<D3D12_VIEWPORT> d3d12Viewports(count);
for (uint32_t i = 0; i < count; ++i) {
d3d12Viewports[i].TopLeftX = viewports[i].topLeftX;
d3d12Viewports[i].TopLeftY = viewports[i].topLeftY;
d3d12Viewports[i].Width = viewports[i].width;
d3d12Viewports[i].Height = viewports[i].height;
d3d12Viewports[i].MinDepth = viewports[i].minDepth;
d3d12Viewports[i].MaxDepth = viewports[i].maxDepth;
}
m_commandList->RSSetViewports(count, d3d12Viewports.data());
}
void D3D12CommandList::SetScissorRect(const Rect& rect) {
D3D12_RECT d3d12Rect = {};
d3d12Rect.left = rect.left;
d3d12Rect.top = rect.top;
d3d12Rect.right = rect.right;
d3d12Rect.bottom = rect.bottom;
m_commandList->RSSetScissorRects(1, &d3d12Rect);
}
void D3D12CommandList::SetScissorRects(uint32_t count, const Rect* rects) {
std::vector<D3D12_RECT> d3d12Rects(count);
for (uint32_t i = 0; i < count; ++i) {
d3d12Rects[i].left = rects[i].left;
d3d12Rects[i].top = rects[i].top;
d3d12Rects[i].right = rects[i].right;
d3d12Rects[i].bottom = rects[i].bottom;
}
m_commandList->RSSetScissorRects(count, d3d12Rects.data());
}
void D3D12CommandList::SetPrimitiveTopology(PrimitiveTopology topology) {
m_commandList->IASetPrimitiveTopology(ToD3D12Topology(topology));
m_currentTopology = ToD3D12Topology(topology);
}
void D3D12CommandList::SetRenderTargets(uint32_t count, ID3D12Resource** renderTargets, ID3D12Resource* depthStencil) {
std::vector<D3D12_CPU_DESCRIPTOR_HANDLE> rtvHandles(count);
for (uint32_t i = 0; i < count; ++i) {
rtvHandles[i].ptr = 0;
}
D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = {};
dsvHandle.ptr = 0;
m_commandList->OMSetRenderTargets(count, count > 0 ? rtvHandles.data() : nullptr, FALSE, depthStencil ? &dsvHandle : nullptr);
}
void D3D12CommandList::SetVertexBuffer(uint32_t slot, ID3D12Resource* buffer, uint64_t offset, uint32_t stride) {
D3D12_VERTEX_BUFFER_VIEW view = {};
view.BufferLocation = buffer->GetGPUVirtualAddress() + offset;
view.SizeInBytes = static_cast<UINT>(buffer->GetDesc().Width) - static_cast<UINT>(offset);
view.StrideInBytes = stride;
m_commandList->IASetVertexBuffers(slot, 1, &view);
}
void D3D12CommandList::SetVertexBuffers(uint32_t startSlot, uint32_t count, const D3D12_VERTEX_BUFFER_VIEW* views) {
m_commandList->IASetVertexBuffers(startSlot, count, views);
}
void D3D12CommandList::SetIndexBuffer(ID3D12Resource* buffer, uint64_t offset, Format indexFormat) {
D3D12_INDEX_BUFFER_VIEW view = {};
view.BufferLocation = buffer->GetGPUVirtualAddress() + offset;
view.SizeInBytes = static_cast<UINT>(buffer->GetDesc().Width) - static_cast<UINT>(offset);
view.Format = ToD3D12(indexFormat);
m_commandList->IASetIndexBuffer(&view);
}
void D3D12CommandList::SetDescriptorHeap(ID3D12DescriptorHeap* heap) {
m_commandList->SetDescriptorHeaps(1, &heap);
m_currentDescriptorHeap = heap;
}
void D3D12CommandList::SetGraphicsDescriptorTable(uint32_t rootParameterIndex, D3D12_GPU_DESCRIPTOR_HANDLE baseHandle) {
m_commandList->SetGraphicsRootDescriptorTable(rootParameterIndex, baseHandle);
}
void D3D12CommandList::SetComputeDescriptorTable(uint32_t rootParameterIndex, D3D12_GPU_DESCRIPTOR_HANDLE baseHandle) {
m_commandList->SetComputeRootDescriptorTable(rootParameterIndex, baseHandle);
}
void D3D12CommandList::SetStencilRef(uint32_t stencilRef) {
m_commandList->OMSetStencilRef(stencilRef);
}
void D3D12CommandList::SetBlendFactor(const float blendFactor[4]) {
m_commandList->OMSetBlendFactor(blendFactor);
}
void D3D12CommandList::SetDepthBias(float depthBias, float slopeScaledDepthBias, float depthBiasClamp) {
}
void D3D12CommandList::Draw(uint32_t vertexCount, uint32_t instanceCount, uint32_t startVertex, uint32_t startInstance) {
m_commandList->DrawInstanced(vertexCount, instanceCount, startVertex, startInstance);
}
void D3D12CommandList::DrawIndexed(uint32_t indexCount, uint32_t instanceCount, uint32_t startIndex, int32_t baseVertex, uint32_t startInstance) {
m_commandList->DrawIndexedInstanced(indexCount, instanceCount, startIndex, baseVertex, startInstance);
}
void D3D12CommandList::DrawInstancedIndirect(ID3D12Resource* argBuffer, uint64_t alignedByteOffset) {
m_commandList->ExecuteIndirect(nullptr, 1, argBuffer, alignedByteOffset, nullptr, 0);
}
void D3D12CommandList::DrawIndexedInstancedIndirect(ID3D12Resource* argBuffer, uint64_t alignedByteOffset) {
m_commandList->ExecuteIndirect(nullptr, 1, argBuffer, alignedByteOffset, nullptr, 0);
}
void D3D12CommandList::ClearRenderTargetView(ID3D12Resource* renderTarget, const float color[4], uint32_t rectCount, const D3D12_RECT* rects) {
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = {};
m_commandList->ClearRenderTargetView(rtvHandle, color, rectCount, rects);
}
void D3D12CommandList::ClearDepthStencilView(ID3D12Resource* depthStencil, uint32_t clearFlags, float depth, uint8_t stencil, uint32_t rectCount, const D3D12_RECT* rects) {
D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = {};
m_commandList->ClearDepthStencilView(dsvHandle, static_cast<D3D12_CLEAR_FLAGS>(clearFlags), depth, stencil, rectCount, rects);
}
void D3D12CommandList::ClearUnorderedAccessView(D3D12_GPU_DESCRIPTOR_HANDLE viewHandle, D3D12_CPU_DESCRIPTOR_HANDLE resourceHandle, ID3D12Resource* unorderedAccess, const float values[4], uint32_t rectCount, const D3D12_RECT* rects) {
m_commandList->ClearUnorderedAccessViewFloat(viewHandle, resourceHandle, unorderedAccess, values, rectCount, rects);
}
void D3D12CommandList::CopyResource(ID3D12Resource* dst, ID3D12Resource* src) {
m_commandList->CopyResource(dst, src);
}
void D3D12CommandList::CopyBuffer(ID3D12Resource* dst, uint64_t dstOffset, ID3D12Resource* src, uint64_t srcOffset, uint64_t size) {
D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
srcLocation.pResource = src;
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
srcLocation.PlacedFootprint.Offset = srcOffset;
srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_UNKNOWN;
srcLocation.PlacedFootprint.Footprint.Width = static_cast<UINT>(size);
srcLocation.PlacedFootprint.Footprint.Height = 1;
srcLocation.PlacedFootprint.Footprint.Depth = 1;
srcLocation.PlacedFootprint.Footprint.RowPitch = static_cast<UINT>(size);
D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
dstLocation.pResource = dst;
dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
dstLocation.PlacedFootprint.Offset = dstOffset;
dstLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_UNKNOWN;
dstLocation.PlacedFootprint.Footprint.Width = static_cast<UINT>(size);
dstLocation.PlacedFootprint.Footprint.Height = 1;
dstLocation.PlacedFootprint.Footprint.Depth = 1;
dstLocation.PlacedFootprint.Footprint.RowPitch = static_cast<UINT>(size);
m_commandList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, nullptr);
}
void D3D12CommandList::CopyTexture(ID3D12Resource* dst, const D3D12_TEXTURE_COPY_LOCATION& dstLocation, ID3D12Resource* src, const D3D12_TEXTURE_COPY_LOCATION& srcLocation) {
m_commandList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, nullptr);
}
void D3D12CommandList::BeginQuery(ID3D12QueryHeap* queryHeap, QueryType type, uint32_t index) {
m_commandList->BeginQuery(queryHeap, ToD3D12(type), index);
}
void D3D12CommandList::EndQuery(ID3D12QueryHeap* queryHeap, QueryType type, uint32_t index) {
m_commandList->EndQuery(queryHeap, ToD3D12(type), index);
}
void D3D12CommandList::ResolveQueryData(ID3D12QueryHeap* queryHeap, QueryType type, uint32_t startIndex, uint32_t count, ID3D12Resource* resultBuffer, uint64_t resultOffset) {
m_commandList->ResolveQueryData(queryHeap, ToD3D12(type), startIndex, count, resultBuffer, resultOffset);
}
void D3D12CommandList::Dispatch(uint32_t threadGroupCountX, uint32_t threadGroupCountY, uint32_t threadGroupCountZ) {
m_commandList->Dispatch(threadGroupCountX, threadGroupCountY, threadGroupCountZ);
}
void D3D12CommandList::DispatchIndirect(ID3D12Resource* argBuffer, uint64_t alignedByteOffset) {
m_commandList->ExecuteIndirect(nullptr, 1, argBuffer, alignedByteOffset, nullptr, 0);
}
void D3D12CommandList::ExecuteBundle(ID3D12GraphicsCommandList* bundle) {
m_commandList->ExecuteBundle(bundle);
}
ResourceStates D3D12CommandList::GetResourceState(ID3D12Resource* resource) const {
auto it = m_resourceStateMap.find(resource);
if (it != m_resourceStateMap.end()) {
return it->second;
}
return ResourceStates::Common;
}
void D3D12CommandList::TrackResource(ID3D12Resource* resource) {
if (resource) {
m_trackedResources.push_back(resource);
if (m_resourceStateMap.find(resource) == m_resourceStateMap.end()) {
m_resourceStateMap[resource] = ResourceStates::Common;
}
}
}
} // namespace RHI
} // namespace XCEngine