refactor: move viewport texture bridge into imgui backend
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@@ -6,6 +6,10 @@
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#include <d3d12.h>
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#include <dxgi1_6.h>
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#include <XCEngine/RHI/D3D12/D3D12Device.h>
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#include <XCEngine/RHI/D3D12/D3D12Texture.h>
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#include <XCEngine/RHI/RHIDevice.h>
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#include <XCEngine/RHI/RHITexture.h>
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#include <imgui.h>
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#include <imgui_impl_dx12.h>
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#include <imgui_impl_win32.h>
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@@ -98,6 +102,45 @@ public:
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AllocateSrvDescriptorInternal(outCpuHandle, outGpuHandle);
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}
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bool CreateTextureDescriptor(
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::XCEngine::RHI::RHIDevice* device,
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::XCEngine::RHI::RHITexture* texture,
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D3D12_CPU_DESCRIPTOR_HANDLE* outCpuHandle,
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D3D12_GPU_DESCRIPTOR_HANDLE* outGpuHandle,
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ImTextureID* outTextureId) {
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if (device == nullptr ||
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texture == nullptr ||
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outCpuHandle == nullptr ||
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outGpuHandle == nullptr ||
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outTextureId == nullptr) {
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return false;
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}
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auto* nativeDevice = dynamic_cast<::XCEngine::RHI::D3D12Device*>(device);
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auto* nativeTexture = dynamic_cast<::XCEngine::RHI::D3D12Texture*>(texture);
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if (nativeDevice == nullptr || nativeTexture == nullptr || nativeTexture->GetResource() == nullptr) {
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return false;
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}
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AllocateTextureDescriptor(outCpuHandle, outGpuHandle);
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if (outCpuHandle->ptr == 0 || outGpuHandle->ptr == 0) {
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return false;
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}
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D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
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srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
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srvDesc.Texture2D.MipLevels = 1;
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nativeDevice->GetDevice()->CreateShaderResourceView(
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nativeTexture->GetResource(),
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&srvDesc,
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*outCpuHandle);
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*outTextureId = static_cast<ImTextureID>(outGpuHandle->ptr);
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return true;
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}
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void FreeTextureDescriptor(
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D3D12_CPU_DESCRIPTOR_HANDLE cpuHandle,
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D3D12_GPU_DESCRIPTOR_HANDLE gpuHandle) {
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@@ -10,8 +10,7 @@
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#include <XCEngine/Components/CameraComponent.h>
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#include <XCEngine/Components/GameObject.h>
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#include <XCEngine/RHI/D3D12/D3D12Device.h>
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#include <XCEngine/RHI/D3D12/D3D12Texture.h>
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#include <XCEngine/RHI/RHIDevice.h>
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#include <XCEngine/RHI/RHIEnums.h>
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#include <XCEngine/RHI/RHIResourceView.h>
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#include <XCEngine/RHI/RHITexture.h>
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@@ -127,7 +126,7 @@ public:
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void Initialize(UI::ImGuiBackendBridge& backend, RHI::RHIDevice* device) {
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Shutdown();
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m_backend = &backend;
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m_device = device ? static_cast<RHI::D3D12Device*>(device) : nullptr;
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m_device = device;
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}
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void Shutdown() {
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@@ -497,24 +496,12 @@ private:
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}
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bool CreateViewportTextureDescriptor(ViewportEntry& entry) {
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m_backend->AllocateTextureDescriptor(&entry.imguiCpuHandle, &entry.imguiGpuHandle);
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if (entry.imguiCpuHandle.ptr == 0 || entry.imguiGpuHandle.ptr == 0) {
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return false;
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}
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auto* nativeTexture = static_cast<RHI::D3D12Texture*>(entry.colorTexture);
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D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
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srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
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srvDesc.Texture2D.MipLevels = 1;
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m_device->GetDevice()->CreateShaderResourceView(
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nativeTexture->GetResource(),
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&srvDesc,
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entry.imguiCpuHandle);
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entry.textureId = static_cast<ImTextureID>(entry.imguiGpuHandle.ptr);
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return true;
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return m_backend->CreateTextureDescriptor(
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m_device,
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entry.colorTexture,
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&entry.imguiCpuHandle,
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&entry.imguiGpuHandle,
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&entry.textureId);
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}
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bool EnsureViewportResources(ViewportEntry& entry) {
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@@ -1016,7 +1003,7 @@ private:
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}
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UI::ImGuiBackendBridge* m_backend = nullptr;
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RHI::D3D12Device* m_device = nullptr;
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RHI::RHIDevice* m_device = nullptr;
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std::unique_ptr<Rendering::SceneRenderer> m_sceneRenderer;
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Rendering::RenderContext m_sceneViewLastRenderContext = {};
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std::array<ViewportEntry, 2> m_entries = {};
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