D3D12: Implement ClearRenderTarget by tracking bound RTV handles

- Add m_boundRenderTargets and m_boundDepthStencil members to D3D12CommandList
- SetRenderTargetsHandle now saves bound RTV handles for later clear operations
- ClearRenderTargetView(ID3D12Resource*, ...) clears all bound render targets
- Reset() clears bound targets list
- Follows D3D12 best practice: RTV is bound via OMSetRenderTargets, then cleared
This commit is contained in:
2026-03-24 00:16:57 +08:00
parent 5811967679
commit c700e536c5
2 changed files with 21 additions and 0 deletions

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@@ -118,6 +118,10 @@ private:
ID3D12PipelineState* m_currentPipelineState; ID3D12PipelineState* m_currentPipelineState;
ID3D12RootSignature* m_currentRootSignature; ID3D12RootSignature* m_currentRootSignature;
ID3D12DescriptorHeap* m_currentDescriptorHeap; ID3D12DescriptorHeap* m_currentDescriptorHeap;
std::vector<D3D12_CPU_DESCRIPTOR_HANDLE> m_boundRenderTargets;
D3D12_CPU_DESCRIPTOR_HANDLE m_boundDepthStencil;
bool m_depthStencilBound = false;
}; };
} // namespace RHI } // namespace RHI

View File

@@ -65,6 +65,8 @@ void D3D12CommandList::Reset() {
m_currentDescriptorHeap = nullptr; m_currentDescriptorHeap = nullptr;
m_resourceStateMap.clear(); m_resourceStateMap.clear();
m_trackedResources.clear(); m_trackedResources.clear();
m_boundRenderTargets.clear();
m_depthStencilBound = false;
} }
void D3D12CommandList::Close() { void D3D12CommandList::Close() {
@@ -209,6 +211,18 @@ void D3D12CommandList::SetRenderTargetsInternal(uint32_t count, ID3D12Resource**
void D3D12CommandList::SetRenderTargetsHandle(uint32_t count, const D3D12_CPU_DESCRIPTOR_HANDLE* renderTargetHandles, const D3D12_CPU_DESCRIPTOR_HANDLE* depthStencilHandle) { void D3D12CommandList::SetRenderTargetsHandle(uint32_t count, const D3D12_CPU_DESCRIPTOR_HANDLE* renderTargetHandles, const D3D12_CPU_DESCRIPTOR_HANDLE* depthStencilHandle) {
m_commandList->OMSetRenderTargets(count, renderTargetHandles, FALSE, depthStencilHandle); m_commandList->OMSetRenderTargets(count, renderTargetHandles, FALSE, depthStencilHandle);
m_boundRenderTargets.clear();
for (uint32_t i = 0; i < count; ++i) {
m_boundRenderTargets.push_back(renderTargetHandles[i]);
}
if (depthStencilHandle) {
m_boundDepthStencil = *depthStencilHandle;
m_depthStencilBound = true;
} else {
m_depthStencilBound = false;
}
} }
void D3D12CommandList::SetVertexBuffer(uint32_t slot, void* buffer, uint64_t offset, uint32_t stride) { void D3D12CommandList::SetVertexBuffer(uint32_t slot, void* buffer, uint64_t offset, uint32_t stride) {
@@ -324,6 +338,9 @@ void D3D12CommandList::DrawIndexedInstancedIndirectInternal(ID3D12Resource* argB
} }
void D3D12CommandList::ClearRenderTargetView(ID3D12Resource* renderTarget, const float color[4], uint32_t rectCount, const D3D12_RECT* rects) { void D3D12CommandList::ClearRenderTargetView(ID3D12Resource* renderTarget, const float color[4], uint32_t rectCount, const D3D12_RECT* rects) {
for (const auto& rtvHandle : m_boundRenderTargets) {
m_commandList->ClearRenderTargetView(rtvHandle, color, rectCount, rects);
}
} }
void D3D12CommandList::ClearRenderTargetView(D3D12_CPU_DESCRIPTOR_HANDLE renderTargetHandle, const float color[4], uint32_t rectCount, const D3D12_RECT* rects) { void D3D12CommandList::ClearRenderTargetView(D3D12_CPU_DESCRIPTOR_HANDLE renderTargetHandle, const float color[4], uint32_t rectCount, const D3D12_RECT* rects) {