Move D3D12 cpp files to src/RHI/D3D12/ subdirectory
This commit is contained in:
159
engine/src/RHI/D3D12/D3D12Buffer.cpp
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159
engine/src/RHI/D3D12/D3D12Buffer.cpp
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#include "XCEngine/RHI/D3D12/D3D12Buffer.h"
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namespace XCEngine {
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namespace RHI {
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D3D12Buffer::D3D12Buffer() {
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}
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D3D12Buffer::~D3D12Buffer() {
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Shutdown();
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}
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bool D3D12Buffer::Initialize(ID3D12Device* device, uint64_t size, D3D12_RESOURCE_STATES initialState, D3D12_HEAP_TYPE heapType) {
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D3D12_HEAP_PROPERTIES heapProperties = {};
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heapProperties.Type = heapType;
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heapProperties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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heapProperties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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heapProperties.CreationNodeMask = 0;
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heapProperties.VisibleNodeMask = 0;
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D3D12_RESOURCE_DESC bufferDesc = {};
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bufferDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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bufferDesc.Alignment = 0;
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bufferDesc.Width = size;
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bufferDesc.Height = 1;
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bufferDesc.DepthOrArraySize = 1;
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bufferDesc.MipLevels = 1;
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bufferDesc.Format = DXGI_FORMAT_UNKNOWN;
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bufferDesc.SampleDesc.Count = 1;
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bufferDesc.SampleDesc.Quality = 0;
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bufferDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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bufferDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
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HRESULT hResult = device->CreateCommittedResource(
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&heapProperties,
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D3D12_HEAP_FLAG_NONE,
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&bufferDesc,
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initialState,
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nullptr,
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IID_PPV_ARGS(&m_resource)
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);
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if (FAILED(hResult)) {
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return false;
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}
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return true;
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}
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bool D3D12Buffer::InitializeFromExisting(ID3D12Resource* resource) {
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m_resource = resource;
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return true;
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}
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bool D3D12Buffer::InitializeWithData(ID3D12Device* device, ID3D12GraphicsCommandList* commandList,
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const void* data, uint64_t size, D3D12_RESOURCE_STATES finalState) {
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D3D12_HEAP_PROPERTIES heapProperties = {};
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heapProperties.Type = D3D12_HEAP_TYPE_DEFAULT;
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D3D12_RESOURCE_DESC bufferDesc = {};
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bufferDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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bufferDesc.Alignment = 0;
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bufferDesc.Width = size;
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bufferDesc.Height = 1;
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bufferDesc.DepthOrArraySize = 1;
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bufferDesc.MipLevels = 1;
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bufferDesc.Format = DXGI_FORMAT_UNKNOWN;
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bufferDesc.SampleDesc.Count = 1;
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bufferDesc.SampleDesc.Quality = 0;
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bufferDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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bufferDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
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HRESULT hResult = device->CreateCommittedResource(
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&heapProperties,
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D3D12_HEAP_FLAG_NONE,
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&bufferDesc,
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D3D12_RESOURCE_STATE_COPY_DEST,
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nullptr,
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IID_PPV_ARGS(&m_resource)
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);
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if (FAILED(hResult)) {
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return false;
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}
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bufferDesc = m_resource->GetDesc();
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UINT64 memorySizeUsed = 0;
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UINT64 rowSizeInBytes = 0;
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UINT rowUsed = 0;
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D3D12_PLACED_SUBRESOURCE_FOOTPRINT subresourceFootprint;
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device->GetCopyableFootprints(&bufferDesc, 0, 1, 0,
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&subresourceFootprint, &rowUsed, &rowSizeInBytes, &memorySizeUsed);
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ID3D12Resource* tempBufferObject = nullptr;
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D3D12_HEAP_PROPERTIES d3dTempHeapProperties = {};
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d3dTempHeapProperties.Type = D3D12_HEAP_TYPE_UPLOAD;
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D3D12_RESOURCE_DESC d3d12TempResourceDesc = {};
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d3d12TempResourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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d3d12TempResourceDesc.Alignment = 0;
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d3d12TempResourceDesc.Width = memorySizeUsed;
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d3d12TempResourceDesc.Height = 1;
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d3d12TempResourceDesc.DepthOrArraySize = 1;
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d3d12TempResourceDesc.MipLevels = 1;
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d3d12TempResourceDesc.Format = DXGI_FORMAT_UNKNOWN;
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d3d12TempResourceDesc.SampleDesc.Count = 1;
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d3d12TempResourceDesc.SampleDesc.Quality = 0;
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d3d12TempResourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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d3d12TempResourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
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hResult = device->CreateCommittedResource(
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&d3dTempHeapProperties,
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D3D12_HEAP_FLAG_NONE,
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&d3d12TempResourceDesc,
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D3D12_RESOURCE_STATE_GENERIC_READ,
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nullptr,
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IID_PPV_ARGS(&tempBufferObject)
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);
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if (FAILED(hResult)) {
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return false;
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}
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BYTE* pData;
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tempBufferObject->Map(0, nullptr, reinterpret_cast<void**>(&pData));
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BYTE* pDstTempBuffer = reinterpret_cast<BYTE*>(pData + subresourceFootprint.Offset);
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const BYTE* pSrcData = reinterpret_cast<const BYTE*>(data);
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memcpy(pDstTempBuffer, pSrcData, size);
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tempBufferObject->Unmap(0, nullptr);
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commandList->CopyBufferRegion(m_resource.Get(), 0, tempBufferObject, 0, subresourceFootprint.Footprint.Width);
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D3D12_RESOURCE_BARRIER barrier = {};
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barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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barrier.Transition.pResource = m_resource.Get();
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barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
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barrier.Transition.StateAfter = finalState;
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barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
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commandList->ResourceBarrier(1, &barrier);
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return true;
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}
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void D3D12Buffer::Shutdown() {
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m_resource.Reset();
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}
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void D3D12Buffer::UpdateData(const void* data, uint64_t size) {
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D3D12_RANGE range = { 0, static_cast<SIZE_T>(size) };
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unsigned char* pBuffer = nullptr;
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m_resource->Map(0, &range, reinterpret_cast<void**>(&pBuffer));
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memcpy(pBuffer, data, static_cast<size_t>(size));
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m_resource->Unmap(0, nullptr);
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}
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} // namespace RHI
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} // namespace XCEngine
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