refactor: 继续用 D3D12CommandList 替换原生 API
- 添加更多 wrapper 方法: SetDescriptorHeaps, SetGraphicsRootConstantBufferView, SetGraphicsRoot32BitConstants, SetGraphicsRootDescriptorTable, SetGraphicsRootShaderResourceView - 使用 wrapper 方法替换 main.cpp 中的原生 API 调用 - 测试通过
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@@ -67,9 +67,15 @@ public:
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void SetIndexBuffer(ID3D12Resource* buffer, uint64_t offset, Format indexFormat);
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void SetDescriptorHeap(ID3D12DescriptorHeap* heap);
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void SetDescriptorHeaps(uint32_t count, ID3D12DescriptorHeap** heaps);
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void SetGraphicsDescriptorTable(uint32_t rootParameterIndex, D3D12_GPU_DESCRIPTOR_HANDLE baseHandle);
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void SetComputeDescriptorTable(uint32_t rootParameterIndex, D3D12_GPU_DESCRIPTOR_HANDLE baseHandle);
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void SetGraphicsRootConstantBufferView(uint32_t rootParameterIndex, D3D12_GPU_VIRTUAL_ADDRESS bufferLocation);
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void SetGraphicsRoot32BitConstants(uint32_t rootParameterIndex, uint32_t num32BitValuesToSet, const void* pSrcData, uint32_t destOffsetIn32BitValues);
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void SetGraphicsRootDescriptorTable(uint32_t rootParameterIndex, D3D12_GPU_DESCRIPTOR_HANDLE baseDescriptor);
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void SetGraphicsRootShaderResourceView(uint32_t rootParameterIndex, D3D12_GPU_VIRTUAL_ADDRESS shaderResource);
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void SetStencilRef(uint32_t stencilRef);
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void SetBlendFactor(const float blendFactor[4]);
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void SetDepthBias(float depthBias, float slopeScaledDepthBias, float depthBiasClamp);
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