RHI: Add DescriptorSet abstraction for D3D12 and OpenGL backends
- Add RHIDescriptorSet base class with Update/UpdateSampler/GetNativeHandle - Add RHIDescriptorPool with AllocateSet/FreeSet methods - Add SetGraphicsDescriptorSets/SetComputeDescriptorSets to RHICommandList - Implement D3D12DescriptorSet using descriptor heap allocation - Implement OpenGLDescriptorSet using TextureUnitAllocator - Add CreateDescriptorPool/CreateDescriptorSet factory methods to RHIDevice - Fix unit test SetVertexBuffer -> SetVertexBuffers API - Add SetVertexBuffer convenience method for D3D12 backward compatibility - Update CMakeLists.txt with new source files
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@@ -5,6 +5,7 @@
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#include "XCEngine/RHI/D3D12/D3D12PipelineLayout.h"
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#include "XCEngine/RHI/D3D12/D3D12RenderPass.h"
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#include "XCEngine/RHI/D3D12/D3D12Framebuffer.h"
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#include "XCEngine/RHI/D3D12/D3D12DescriptorSet.h"
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namespace XCEngine {
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namespace RHI {
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@@ -214,6 +215,56 @@ void D3D12CommandList::SetPipelineState(ID3D12PipelineState* pso) {
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SetPipelineStateInternal(pso);
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}
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void D3D12CommandList::SetGraphicsDescriptorSets(
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uint32_t firstSet,
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uint32_t count,
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RHIDescriptorSet** descriptorSets,
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RHIPipelineLayout* pipelineLayout) {
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if (pipelineLayout == nullptr || descriptorSets == nullptr) {
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return;
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}
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D3D12PipelineLayout* d3d12Layout = static_cast<D3D12PipelineLayout*>(pipelineLayout);
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SetPipelineLayout(d3d12Layout);
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for (uint32_t i = 0; i < count; ++i) {
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if (descriptorSets[i] == nullptr) {
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continue;
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}
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D3D12DescriptorSet* d3d12Set = static_cast<D3D12DescriptorSet*>(descriptorSets[i]);
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D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = d3d12Set->GetGPUHandle();
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uint32_t rootIndex = firstSet + i;
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SetGraphicsRootDescriptorTable(rootIndex, gpuHandle);
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}
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}
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void D3D12CommandList::SetComputeDescriptorSets(
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uint32_t firstSet,
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uint32_t count,
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RHIDescriptorSet** descriptorSets,
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RHIPipelineLayout* pipelineLayout) {
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if (pipelineLayout == nullptr || descriptorSets == nullptr) {
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return;
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}
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D3D12PipelineLayout* d3d12Layout = static_cast<D3D12PipelineLayout*>(pipelineLayout);
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SetPipelineLayout(d3d12Layout);
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for (uint32_t i = 0; i < count; ++i) {
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if (descriptorSets[i] == nullptr) {
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continue;
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}
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D3D12DescriptorSet* d3d12Set = static_cast<D3D12DescriptorSet*>(descriptorSets[i]);
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D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle = d3d12Set->GetGPUHandle();
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uint32_t rootIndex = firstSet + i;
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m_commandList->SetComputeRootDescriptorTable(rootIndex, gpuHandle);
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}
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}
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void D3D12CommandList::TransitionBarrierInternal(ID3D12Resource* resource, ResourceStates stateBefore, ResourceStates stateAfter, uint32_t subresource) {
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D3D12_RESOURCE_BARRIER barrier = {};
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barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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@@ -434,6 +485,14 @@ void D3D12CommandList::SetVertexBuffersInternal(uint32_t startSlot, uint32_t cou
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m_commandList->IASetVertexBuffers(startSlot, count, views);
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}
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void D3D12CommandList::SetVertexBuffer(uint32_t slot, ID3D12Resource* resource, uint64_t offset, uint32_t stride) {
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D3D12_VERTEX_BUFFER_VIEW view = {};
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view.BufferLocation = resource->GetGPUVirtualAddress() + offset;
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view.SizeInBytes = static_cast<UINT>(resource->GetDesc().Width) - static_cast<UINT>(offset);
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view.StrideInBytes = stride;
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SetVertexBuffersInternal(slot, 1, &view);
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}
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void D3D12CommandList::SetIndexBuffer(RHIResourceView* buffer, uint64_t offset) {
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if (!buffer || !buffer->IsValid()) return;
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D3D12ResourceView* view = static_cast<D3D12ResourceView*>(buffer);
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