refactor: 删除旧的RHI实现,添加D3D12测试用例和第二阶段计划

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# 第二阶段计划RHI 渲染硬件抽象层
> **目标**构建跨平台的渲染硬件抽象层支持多后端D3D12、Vulkan等
> **阶段**:第二阶段
> **前置依赖**:第一阶段核心基础层(数学库、内存管理、线程系统)
---
## 2.1 阶段目标
实现完整的RHI抽象层提供
- 统一的图形API抽象接口
- D3D12后端完整实现
- 资源管理(纹理、缓冲区)
- 命令流提交机制
- 同步与同步原语
---
## 2.2 目录结构
```
RHI/ # 渲染硬件抽象层
├── RHISystem.h # RHI 系统入口
├── RHIDevice.h # 抽象设备接口
├── Types.h # 通用类型定义
├── Enums.h # 枚举定义
├── Resource.h # 资源基类接口
├── ResourceView.h # 资源视图基类接口
├── RenderTargetView.h # 渲染目标视图接口
├── DepthStencilView.h # 深度模板视图接口
├── ShaderResourceView.h # 着色器资源视图接口
├── UnorderedAccessView.h # 无序访问视图接口
├── ConstantBufferView.h # 常量缓冲区视图接口
├── CommandQueue.h # 命令队列
├── CommandList.h # 命令列表
├── CommandAllocator.h # 命令分配器
├── Fence.h # 同步围栏
├── DescriptorHeap.h # 描述符堆
├── QueryHeap.h # 查询堆
├── RootSignature.h # 根签名
├── PipelineState.h # 管线状态
├── Sampler.h # 采样器
├── SwapChain.h # 交换链
├── Texture.h # 纹理资源
├── Buffer.h # 缓冲区资源
├── Shader.h # 着色器
└── D3D12/ # D3D12 后端实现
├── D3D12Device.h
├── D3D12Device.cpp
├── D3D12CommandList.h
├── D3D12CommandList.cpp
├── D3D12CommandQueue.h
├── D3D12CommandQueue.cpp
├── D3D12CommandAllocator.h
├── D3D12CommandAllocator.cpp
├── D3D12Fence.h
├── D3D12Fence.cpp
├── D3D12DescriptorHeap.h
├── D3D12DescriptorHeap.cpp
├── D3D12QueryHeap.h
├── D3D12QueryHeap.cpp
├── D3D12RootSignature.h
├── D3D12RootSignature.cpp
├── D3D12PipelineState.h
├── D3D12PipelineState.cpp
├── D3D12Sampler.h
├── D3D12Sampler.cpp
├── D3D12SwapChain.h
├── D3D12SwapChain.cpp
├── D3D12Texture.h
├── D3D12Texture.cpp
├── D3D12Buffer.h
├── D3D12Buffer.cpp
├── D3D12Shader.h
├── D3D12Shader.cpp
├── D3D12RenderTargetView.h
├── D3D12RenderTargetView.cpp
├── D3D12DepthStencilView.h
├── D3D12DepthStencilView.cpp
├── D3D12ShaderResourceView.h
├── D3D12ShaderResourceView.cpp
├── D3D12UnorderedAccessView.h
├── D3D12UnorderedAccessView.cpp
├── D3D12ConstantBufferView.h
├── D3D12ConstantBufferView.cpp
└── D3D12Common.h # 公共定义
```
---
## 2.3 任务拆分
### 2.3.1 基础枚举与类型定义
**任务 2.1Enums.h - 枚举定义**
定义所有渲染相关的枚举类型:
- `Format` - 像素格式
- `ResourceStates` - 资源状态
- `ShaderType` - 着色器类型
- `PrimitiveTopology` - 图元拓扑
- `CullMode` / `FillMode` - 剔除/填充模式
- `BlendOp` / `BlendFactor` - 混合操作/因子
- `ComparisonFunc` - 比较函数
- `StencilOp` - 模板操作
- `TextureType` - 纹理类型
- `BufferType` - 缓冲区类型
- `QueryType` - 查询类型
- `DescriptorType` - 描述符类型
- `PipelineType` - 管线类型
- `CommandQueueType` - 命令队列类型
- `LoadAction` / `StoreAction` - 渲染目标加载/存储操作
- `PresentFlags` - 呈现标志
- `IndirectDrawArguments` - 间接绘制参数
- `IndirectDispatchArguments` - 间接调度参数
**任务 2.1.2:类型定义 - Types.h**
定义通用结构体不依赖特定图形API
- `Viewport` - 视口
- `Rect` - 矩形区域
- `Color` - 颜色
- `ClearValue` - 清空值
- `ShaderCompileDesc` - 着色器编译描述
- `ShaderCompileResult` - 着色器编译结果
- `ShaderCompileMacro` - 着色器宏定义
- `InputElementDesc` - 输入元素描述
- `InputLayoutDesc` - 输入布局描述
- `VertexBufferBinding` - 顶点缓冲区绑定
- `TextureCopyLocation` - 纹理复制位置
- `DescriptorHandle` - 描述符句柄(通用类型)
- `GPUDescriptorHandle` - GPU描述符句柄
- `CPUDescriptorHandle` - CPU描述符句柄
- `ResourceBarrierDesc` - 资源屏障描述
- `SubresourceRange` - 子资源范围
- `TextureDesc` - 纹理描述
- `BufferDesc` - 缓冲区描述
- `RenderTargetDesc` - 渲染目标描述
- `DepthStencilDesc` - 深度模板描述
- `DescriptorHeapDesc` - 描述符堆描述
- `CommandQueueDesc` - 命令队列描述
- `CommandListDesc` - 命令列表描述
- `CommandAllocatorDesc` - 命令分配器描述
- `FenceDesc` - 围栏描述
- `QueryHeapDesc` - 查询堆描述
- `RootSignatureDesc` - 根签名描述
- `SamplerDesc` - 采样器描述
- `PipelineStateDesc` - 管线状态描述
- `SwapChainDesc` - 交换链描述
- `BlendStateDesc` - 混合状态描述
- `DepthStencilStateDesc` - 深度模板状态描述
- `RasterizerStateDesc` - 光栅化状态描述
- `ShaderBytecode` - 着色器字节码
- `ShaderBindingInfo` - 着色器绑定信息
- `RenderTargetViewDesc` - 渲染目标视图描述
- `DepthStencilViewDesc` - 深度模板视图描述
- `ShaderResourceViewDesc` - 着色器资源视图描述
- `UnorderedAccessViewDesc` - 无序访问视图描述
- `ConstantBufferViewDesc` - 常量缓冲区视图描述
- `FormatSupport` - 格式支持信息
### 2.3.2 核心接口定义
**任务 2.2RHISystem.h - RHI系统入口**
```cpp
struct RHISystemConfig {
void* nativeWindowHandle = nullptr; // HWND on Windows
uint32_t width = 1280;
uint32_t height = 720;
bool fullscreen = false;
uint32_t backBufferCount = 2;
bool enableDebugLayer = false;
bool enableGBV = false;
};
class RHISystem {
public:
static RHISystem& Get();
bool Initialize(const RHISystemConfig& config);
void Shutdown();
IRHIDevice* GetDevice();
ISwapChain* GetSwapChain();
void BeginFrame();
void EndFrame();
// 窗口管理
void Resize(uint32_t width, uint32_t height);
void SetFullscreen(bool fullscreen);
bool IsFullscreen() const;
private:
std::unique_ptr<IRHIDevice> m_device;
std::unique_ptr<ISwapChain> m_swapChain;
};
```
**任务 2.3RHIDevice.h - 抽象设备接口**
```cpp
struct DeviceInfo {
String deviceName;
String driverVersion;
uint64_t dedicatedVideoMemory;
uint64_t dedicatedSystemMemory;
uint64_t sharedSystemMemory;
uint32_t vendorId;
uint32_t deviceId;
bool supportsRaytracing;
bool supportsMeshShaders;
bool supportsSamplerFeedback;
};
class IRHIDevice {
public:
virtual ~IRHIDevice() = default;
// 资源创建
virtual ICommandQueue* CreateCommandQueue(const CommandQueueDesc& desc) = 0;
virtual ICommandList* CreateCommandList(const CommandListDesc& desc) = 0;
virtual ICommandAllocator* CreateCommandAllocator(const CommandAllocatorDesc& desc) = 0;
virtual IFence* CreateFence(const FenceDesc& desc) = 0;
virtual IDescriptorHeap* CreateDescriptorHeap(const DescriptorHeapDesc& desc) = 0;
virtual IQueryHeap* CreateQueryHeap(const QueryHeapDesc& desc) = 0;
virtual IRootSignature* CreateRootSignature(const RootSignatureDesc& desc) = 0;
virtual IPipelineState* CreatePipelineState(const PipelineStateDesc& desc) = 0;
virtual ISampler* CreateSampler(const SamplerDesc& desc) = 0;
virtual ITexture* CreateTexture(const TextureDesc& desc) = 0;
virtual IBuffer* CreateBuffer(const BufferDesc& desc) = 0;
virtual ISwapChain* CreateSwapChain(const SwapChainDesc& desc) = 0;
// 视图创建
virtual IRenderTargetView* CreateRenderTargetView(IResource* resource, const RenderTargetViewDesc& desc) = 0;
virtual IDepthStencilView* CreateDepthStencilView(IResource* resource, const DepthStencilViewDesc& desc) = 0;
virtual IShaderResourceView* CreateShaderResourceView(IResource* resource, const ShaderResourceViewDesc& desc) = 0;
virtual IUnorderedAccessView* CreateUnorderedAccessView(IResource* resource, const UnorderedAccessViewDesc& desc) = 0;
virtual IConstantBufferView* CreateConstantBufferView(IResource* resource, const ConstantBufferViewDesc& desc) = 0;
// 着色器编译
virtual IShader* CompileShader(const ShaderCompileDesc& desc) = 0;
// 查询
virtual void GetDeviceInfo(DeviceInfo& info) const = 0;
virtual FormatSupport GetFormatSupport(Format format) const = 0;
};
```
**任务 2.4CommandQueue.h - 命令队列接口**
```cpp
class ICommandQueue {
public:
virtual ~ICommandQueue() = default;
virtual void ExecuteCommandLists(uint32_t count, ICommandList** lists) = 0;
virtual void Signal(IFence* fence, uint64_t value) = 0;
virtual void Wait(IFence* fence, uint64_t value) = 0;
virtual uint64_t GetCompletedValue() = 0;
virtual void WaitForIdle() = 0;
virtual CommandQueueType GetType() const = 0;
virtual uint64_t GetTimestampFrequency() const = 0;
};
```
**任务 2.5CommandList.h - 命令列表接口**
```cpp
class ICommandList {
public:
virtual ~ICommandList() = default;
// 状态转换
virtual void TransitionBarrier(uint32_t count, const ResourceBarrierDesc* barriers) = 0;
virtual void UAVBarrier(IResource* resource = nullptr) = 0;
virtual void AliasBarrier(IResource* before, IResource* after) = 0;
// 渲染状态
virtual void SetPipelineState(IPipelineState* pso) = 0;
virtual void SetRootSignature(IRootSignature* signature) = 0;
virtual void SetViewport(const Viewport& viewport) = 0;
virtual void SetViewports(uint32_t count, const Viewport* viewports) = 0;
virtual void SetScissorRect(const Rect& rect) = 0;
virtual void SetScissorRects(uint32_t count, const Rect* rects) = 0;
virtual void SetPrimitiveTopology(PrimitiveTopology topology) = 0;
virtual void SetRenderTargets(uint32_t count, IResource** renderTargets, IResource* depthStencil) = 0;
// 绑定
virtual void SetVertexBuffer(uint32_t slot, IBuffer* buffer, uint32_t offset, uint32_t stride) = 0;
virtual void SetVertexBuffers(uint32_t startSlot, uint32_t count, const VertexBufferBinding* bindings) = 0;
virtual void SetIndexBuffer(IBuffer* buffer, uint32_t offset, Format indexFormat) = 0;
virtual void SetConstantBuffer(uint32_t rootParameterIndex, IBuffer* buffer, uint32_t offset, uint32_t size) = 0;
virtual void SetShaderResource(uint32_t rootParameterIndex, IResource* resource) = 0;
virtual void SetUnorderedAccess(uint32_t rootParameterIndex, IResource* resource) = 0;
virtual void SetDescriptorHeap(IDescriptorHeap* heap) = 0;
virtual void SetGraphicsDescriptorTable(uint32_t rootParameterIndex, GPUDescriptorHandle baseHandle) = 0;
virtual void SetComputeDescriptorTable(uint32_t rootParameterIndex, GPUDescriptorHandle baseHandle) = 0;
// 渲染状态设置
virtual void SetStencilRef(uint8_t stencilRef) = 0;
virtual void SetBlendFactor(const float blendFactor[4]) = 0;
virtual void SetDepthBias(float depthBias, float slopeScaledDepthBias, float depthBiasClamp) = 0;
// 绘制
virtual void Draw(uint32_t vertexCount, uint32_t instanceCount, uint32_t startVertex, uint32_t startInstance) = 0;
virtual void DrawIndexed(uint32_t indexCount, uint32_t instanceCount, uint32_t startIndex, int32_t baseVertex, uint32_t startInstance) = 0;
virtual void DrawInstancedIndirect(IBuffer* argBuffer, uint32_t alignedByteOffset) = 0;
virtual void DrawIndexedInstancedIndirect(IBuffer* argBuffer, uint32_t alignedByteOffset) = 0;
// 清空
virtual void ClearRenderTargetView(IResource* renderTarget, const float color[4]) = 0;
virtual void ClearDepthStencilView(IResource* depthStencil, uint32_t clearFlags, float depth, uint8_t stencil) = 0;
virtual void ClearUnorderedAccessView(IResource* unorderedAccess, const float values[4]) = 0;
// 复制
virtual void CopyResource(IResource* dst, IResource* src) = 0;
virtual void CopyBuffer(IBuffer* dst, uint64_t dstOffset, IBuffer* src, uint64_t srcOffset, uint64_t size) = 0;
virtual void CopyTexture(ITexture* dst, const TextureCopyLocation& dstLocation, ITexture* src, const TextureCopyLocation& srcLocation) = 0;
// 查询
virtual void BeginQuery(IQueryHeap* queryHeap, QueryType type, uint32_t index) = 0;
virtual void EndQuery(IQueryHeap* queryHeap, QueryType type, uint32_t index) = 0;
virtual void ResolveQuery(IQueryHeap* queryHeap, QueryType type, uint32_t startIndex, uint32_t count, IBuffer* resultBuffer, uint64_t resultOffset) = 0;
// 提交
virtual void Close() = 0;
virtual void Reset(ICommandAllocator* allocator) = 0;
// 计算着色器
virtual void Dispatch(uint32_t threadGroupCountX, uint32_t threadGroupCountY, uint32_t threadGroupCountZ) = 0;
virtual void DispatchIndirect(IBuffer* argBuffer, uint32_t alignedByteOffset) = 0;
// Bundle (用于命令复用)
virtual void ExecuteBundle(ICommandList* bundle) = 0;
};
```
**任务 2.6:其他核心接口**
- `Resource.h` - 资源基类接口(所有资源的共同基类)
- `ResourceView.h` - 资源视图基类接口
- `RenderTargetView.h` - 渲染目标视图接口
- `DepthStencilView.h` - 深度模板视图接口
- `ShaderResourceView.h` - 着色器资源视图接口
- `UnorderedAccessView.h` - 无序访问视图接口
- `ConstantBufferView.h` - 常量缓冲区视图接口
- `CommandAllocator.h` - 命令分配器接口
```cpp
class ICommandAllocator {
public:
virtual ~ICommandAllocator() = default;
virtual void Reset() = 0;
virtual bool IsReady() const = 0;
};
```
- `Fence.h` - 同步围栏接口
```cpp
class IFence {
public:
virtual ~IFence() = default;
virtual void Signal(uint64_t value) = 0;
virtual void Wait(uint64_t value) = 0;
virtual uint64_t GetCompletedValue() = 0;
virtual void* GetEventHandle() = 0;
};
```
- `DescriptorHeap.h` - 描述符堆接口
```cpp
class IDescriptorHeap {
public:
virtual ~IDescriptorHeap() = default;
virtual CPUDescriptorHandle GetCPUDescriptorHandle(uint32_t index) = 0;
virtual GPUDescriptorHandle GetGPUDescriptorHandle(uint32_t index) = 0;
virtual uint32_t GetDescriptorCount() const = 0;
virtual DescriptorType GetType() const = 0;
};
```
- `QueryHeap.h` - 查询堆接口
```cpp
class IQueryHeap {
public:
virtual ~IQueryHeap() = default;
virtual void* GetNativeHandle() const = 0;
virtual QueryType GetType() const = 0;
virtual uint32_t GetCount() const = 0;
};
```
- `RootSignature.h` - 根签名接口
```cpp
class IRootSignature {
public:
virtual ~IRootSignature() = default;
virtual void* GetNativeHandle() const = 0;
virtual uint32_t GetParameterCount() const = 0;
};
```
- `PipelineState.h` - 管线状态接口
```cpp
class IPipelineState {
public:
virtual ~IPipelineState() = default;
virtual void* GetNativeHandle() const = 0;
virtual PipelineType GetType() const = 0;
};
```
- `Sampler.h` - 采样器接口
```cpp
class ISampler {
public:
virtual ~ISampler() = default;
virtual void* GetNativeHandle() const = 0;
};
```
- `SwapChain.h` - 交换链接口
```cpp
class ISwapChain {
public:
virtual ~ISwapChain() = default;
virtual uint32_t GetCurrentBackBufferIndex() = 0;
virtual IResource* GetBackBuffer(uint32_t index) = 0;
virtual void Present(uint32_t syncInterval, PresentFlags flags) = 0;
virtual void Resize(uint32_t width, uint32_t height) = 0;
virtual void SetFullscreen(bool fullscreen) = 0;
virtual bool IsFullscreen() const = 0;
virtual void* GetNativeHandle() const = 0;
};
```
- `Texture.h` - 纹理资源接口
```cpp
class ITexture : public IResource {
public:
virtual uint32_t GetWidth() const = 0;
virtual uint32_t GetHeight() const = 0;
virtual uint32_t GetDepth() const = 0;
virtual uint32_t GetMipLevels() const = 0;
virtual uint32_t GetArraySize() const = 0;
virtual Format GetFormat() const = 0;
virtual TextureType GetTextureType() const = 0;
virtual IShaderResourceView* GetOrCreateSRV() = 0;
virtual IRenderTargetView* GetOrCreateRTV(uint32_t mipSlice = 0, uint32_t arraySlice = 0) = 0;
virtual IDepthStencilView* GetOrCreateDSV(uint32_t mipSlice = 0, uint32_t arraySlice = 0) = 0;
virtual IUnorderedAccessView* GetOrCreateUAV(uint32_t mipSlice = 0, uint32_t arraySlice = 0) = 0;
};
```
- `Buffer.h` - 缓冲区资源接口
```cpp
class IBuffer : public IResource {
public:
virtual uint64_t GetSize() const = 0;
virtual uint32_t GetStride() const = 0;
virtual BufferType GetBufferType() const = 0;
virtual IConstantBufferView* GetOrCreateCBV() = 0;
virtual IShaderResourceView* GetOrCreateSRV() = 0;
virtual IUnorderedAccessView* GetOrCreateUAV() = 0;
};
```
- `Shader.h` - 着色器接口
```cpp
class IShader {
public:
virtual ~IShader() = default;
virtual const void* GetBytecode() const = 0;
virtual size_t GetBytecodeSize() const = 0;
virtual ShaderType GetType() const = 0;
virtual const InputLayoutDesc& GetInputLayout() const = 0;
virtual const ShaderBindingInfo& GetBindingInfo() const = 0;
};
```
- `RenderTarget.h` - 渲染目标接口
```cpp
class IRenderTarget {
public:
virtual ~IRenderTarget() = default;
virtual ITexture* GetTexture() = 0;
virtual IRenderTargetView* GetRTV() = 0;
virtual uint32_t GetWidth() const = 0;
virtual uint32_t GetHeight() const = 0;
virtual Format GetFormat() const = 0;
};
```
- `DepthStencil.h` - 深度模板接口
```cpp
class IDepthStencil {
public:
virtual ~IDepthStencil() = default;
virtual ITexture* GetTexture() = 0;
virtual IDepthStencilView* GetDSV() = 0;
virtual IShaderResourceView* GetSRV() = 0;
virtual uint32_t GetWidth() const = 0;
virtual uint32_t GetHeight() const = 0;
virtual Format GetFormat() const = 0;
};
```
**任务 2.7Resource.h - 资源基类接口**
```cpp
class IResource {
public:
virtual ~IResource() = default;
virtual void* GetNativeHandle() const = 0;
virtual ResourceStates GetState() const = 0;
virtual void SetState(ResourceStates state) = 0;
virtual uint64_t GetGPUAddress() const = 0;
virtual size_t GetSize() const = 0;
virtual const String& GetName() const = 0;
virtual void SetName(const String& name) = 0;
};
```
**任务 2.8ResourceView.h - 资源视图基类接口**
```cpp
class IResourceView {
public:
virtual ~IResourceView() = default;
virtual void* GetNativeHandle() const = 0;
virtual IResource* GetResource() const = 0;
};
```
---
### 2.3.3 D3D12 后端实现
**任务 2.9D3D12Common.h - 公共定义**
D3D12相关的公共定义和辅助函数
- 格式转换映射
- 描述符大小计算
- 资源状态转换
- 辅助工具函数
**任务 2.10D3D12Device - 设备实现**
实现 `D3D12Device` 类:
- ID3D12Device 封装
- IDXGIFactory 创建与管理
- 所有资源创建接口实现
- 适配器信息查询
- 功能级别支持检测
- 内存信息查询
- 设备移除与恢复处理
**任务 2.11D3D12CommandQueue - 命令队列实现**
实现 `D3D12CommandQueue` 类:
- ID3D12CommandQueue 封装
- 命令列表执行
- 围栏同步
- 时间戳频率查询
**任务 2.12D3D12CommandList - 命令列表实现**
实现 `D3D12CommandList` 类:
- ID3D12GraphicsCommandList 封装
- 所有渲染命令实现
- 状态追踪与验证
- 资源追踪
**任务 2.13D3D12CommandAllocator - 命令分配器实现**
实现 `D3D12CommandAllocator` 类:
- ID3D12CommandAllocator 封装
- 重置管理
**任务 2.14D3D12Fence - 围栏实现**
实现 `D3D12Fence` 类:
- ID3D12Fence 封装
- CPU/GPU同步
- 事件句柄管理
**任务 2.15D3D12DescriptorHeap - 描述符堆实现**
实现 `D3D12DescriptorHeap` 类:
- ID3D12DescriptorHeap 封装
- CPU/GPU描述符句柄管理
- 描述符分配/释放
- 堆增量大小计算
**任务 2.16D3D12RootSignature - 根签名实现**
实现 `D3D12RootSignature` 类:
- ID3D12RootSignature 封装
- 根参数配置
- 描述符表布局
- 静态采样器
**任务 2.17D3D12PipelineState - 管线状态实现**
实现 `D3D12PipelineState` 类:
- ID3D12PipelineState 封装
- 图形管线描述构建
- 计算管线描述构建
- 混合状态
- 深度模板状态
- 输入布局
- 顶点/像素着色器绑定
**任务 2.18D3D12Sampler - 采样器实现**
实现 `D3D12Sampler` 类:
- D3D12_SAMPLER_DESC 封装
- 静态采样器支持
**任务 2.19D3D12QueryHeap - 查询堆实现**
实现 `D3D12QueryHeap` 类:
- ID3D12QueryHeap 封装
- 时间戳查询
- 遮挡查询
- 流水线统计
**任务 2.20D3D12SwapChain - 交换链实现**
实现 `D3D12SwapChain` 类:
- IDXGISwapChain3 封装
- 帧缓冲管理
- 呈现模式配置
- 完整屏幕支持
**任务 2.21D3D12Texture - 纹理实现**
实现 `D3D12Texture` 类:
- ID3D12Resource 封装
- 纹理描述
- 子资源管理
- 视图创建SRV, RTV, DSV, UAV
- 状态管理
**任务 2.22D3D12Buffer - 缓冲区实现**
实现 `D3D12Buffer` 类:
- ID3D12Resource 封装
- 缓冲区描述
- 视图创建SRV, CBV, UAV
- 上传堆管理
- 默认堆管理
**任务 2.23D3D12Shader - 着色器实现**
实现 `D3D12Shader` 类:
- 着色器字节码管理
- 反射数据提取
- 输入布局构建
**任务 2.24D3D12RenderTargetView - 渲染目标视图实现**
实现 `D3D12RenderTargetView` 类:
- ID3D12RenderTargetView 封装
- 描述符创建与管理
**任务 2.25D3D12DepthStencilView - 深度模板视图实现**
实现 `D3D12DepthStencilView` 类:
- ID3D12DepthStencilView 封装
- 描述符创建与管理
**任务 2.26D3D12ShaderResourceView - 着色器资源视图实现**
实现 `D3D12ShaderResourceView` 类:
- ID3D12ShaderResourceView 封装
- 描述符创建与管理
**任务 2.27D3D12UnorderedAccessView - 无序访问视图实现**
实现 `D3D12UnorderedAccessView` 类:
- ID3D12UnorderedAccessView 封装
- 描述符创建与管理
**任务 2.28D3D12ConstantBufferView - 常量缓冲区视图实现**
实现 `D3D12ConstantBufferView` 类:
- ID3D12ConstantBufferView 封装
- 描述符创建与管理
---
## 2.4 实现顺序
```
阶段 2.1: 基础枚举与类型 (1天)
├── 2.1.1 Enums.h
└── 2.1.2 Types.h (通用类型定义)
阶段 2.2: 核心接口定义 (3天)
├── 2.2.1 RHISystem.h
├── 2.2.2 RHIDevice.h
├── 2.2.3 Resource.h (资源基类)
├── 2.2.4 ResourceView.h (视图基类)
├── 2.2.5 CommandQueue.h
├── 2.2.6 CommandList.h
└── 2.2.7 其他接口文件
阶段 2.3: D3D12 后端实现 (7天)
├── 2.3.1 D3D12Common.h
├── 2.3.2 D3D12Device
├── 2.3.3 D3D12Resource / D3D12Texture / D3D12Buffer
├── 2.3.4 D3D12CommandQueue
├── 2.3.5 D3D12CommandList
├── 2.3.6 D3D12CommandAllocator
├── 2.3.7 D3D12Fence
├── 2.3.8 D3D12DescriptorHeap
├── 2.3.9 D3D12RootSignature
├── 2.3.10 D3D12PipelineState
├── 2.3.11 D3D12Sampler
├── 2.3.12 D3D12QueryHeap
├── 2.3.13 D3D12SwapChain
├── 2.3.14 D3D12Shader
├── 2.3.15 D3D12RenderTargetView
├── 2.3.16 D3D12DepthStencilView
├── 2.3.17 D3D12ShaderResourceView
├── 2.3.18 D3D12UnorderedAccessView
└── 2.3.19 D3D12ConstantBufferView
阶段 2.4: 集成测试 (1天)
├── 窗口创建与交换链关联
├── 渲染循环基本框架
└── 简单的清屏测试
```
---
## 2.5 验收标准
1. **编译通过**:所有头文件和实现文件能够无错误编译
2. **接口完整**所有定义的接口都有D3D12实现
3. **功能验证**
- 能够创建窗口并初始化D3D12设备
- 能够创建命令队列和命令列表
- 能够执行基本的渲染命令(清屏)
- 能够处理窗口消息和呈现
4. **代码质量**
- 遵循编码规范
- 必要的注释和文档
- 错误处理完善
---
## 2.6 关键技术点
### 2.6.1 资源状态管理
D3D12要求严格的状态管理
- 资源必须处于正确的状态才能使用
- 状态转换通过 `TransitionBarrier`
- 常用状态:`D3D12_RESOURCE_STATE_GENERIC_READ`, `D3D12_RESOURCE_STATE_RENDER_TARGET`, `D3D12_RESOURCE_STATE_DEPTH_WRITE`
### 2.6.2 描述符管理
- 描述符堆类型CBV/SRV/UAV, Sampler, RTV, DSV
- GPU可见描述符堆用于渲染
- CPU可见描述符堆用于描述符拷贝
- 描述符递增大小计算
### 2.6.3 根签名设计
- 根参数类型:根常量、根描述符、根描述符表
- 描述符表:描述符数组
- 静态采样器:不可变的采样器配置
### 2.6.4 管线状态对象
- 图形管线:混合、深度、模板、光栅化、输入布局、顶点/像素/几何/ Hull/Domain着色器
- 计算管线根签名、CS着色器
### 2.6.5 视图接口设计
- 每种视图类型(RTV/DSV/SRV/UAV/CBV)都有独立接口
- 视图持有对底层资源的引用
- 视图描述符确定资源的解释方式
### 2.6.6 着色器编译
- 使用D3DCompiler API或dxc编译HLSL
- 支持着色器反射获取输入布局和资源绑定信息
- 支持着色器宏定义和include处理
### 2.6.7 跨平台抽象设计原则
- 所有接口使用抽象类型不暴露D3D12特定类型
- GPUDescriptorHandle/CPUDescriptorHandle 作为通用句柄类型
- 资源状态使用统一的ResourceStates枚举
- 创建描述符结构体独立于特定API
---
## 2.7 后续阶段依赖
- 第三阶段渲染管线RenderPipeline需要RHI作为基础
- 材质系统需要RHI的Shader和PipelineState
- 场景渲染需要CommandList提交绘制命令

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@@ -1,47 +0,0 @@
#pragma once
#include "RHIDefines.h"
#include "IRHIResources.h"
namespace XCEngine {
namespace RHI {
class IResource {
public:
virtual ~IResource() = default;
virtual void* GetNativeResource() const = 0;
};
class ICommandList {
public:
virtual ~ICommandList() = default;
virtual void Reset(void* allocator) = 0;
virtual void Close() = 0;
virtual void SetPipelineState(IPipelineState* pso) = 0;
virtual void SetRootSignature(IRootSignature* signature) = 0;
virtual void SetPrimitiveTopology(PrimitiveTopology topology) = 0;
virtual void SetVertexBuffer(uint32_t slot, IResource* buffer, uint32_t offset = 0, uint32_t stride = 0) = 0;
virtual void SetIndexBuffer(IResource* buffer, uint32_t offset = 0) = 0;
virtual void SetDescriptorHeap(IDescriptorHeap* heap) = 0;
virtual void SetGraphicsDescriptorTable(uint32_t rootParameterIndex, uint64_t baseDescriptor) = 0;
virtual void SetGraphicsRootConstantBufferView(uint32_t slot, IResource* buffer) = 0;
virtual void SetGraphicsRootConstantBufferViewCBV(uint32_t slot, void* nativeResource) = 0;
virtual void SetGraphicsRoot32BitConstants(uint32_t rootParameterIndex, uint32_t num32BitValues, const void* data, uint32_t destOffsetIn32BitValues) = 0;
virtual void SetComputeDescriptorTable(uint32_t rootParameterIndex, uint64_t baseDescriptor) = 0;
virtual void DrawInstanced(uint32_t vertexCountPerInstance, uint32_t instanceCount, uint32_t startVertex, uint32_t startInstance) = 0;
virtual void DrawIndexedInstanced(uint32_t indexCountPerInstance, uint32_t instanceCount, uint32_t startIndex, int32_t baseVertex, uint32_t startInstance) = 0;
virtual void Dispatch(uint32_t x, uint32_t y, uint32_t z) = 0;
virtual void SetViewports(const Viewport* viewports, uint32_t count) = 0;
virtual void SetScissorRects(const Rect* rects, uint32_t count) = 0;
virtual void SetRenderTargets(void** targets, uint32_t count, void* depthStencil) = 0;
virtual void ClearRenderTargetView(void* target, const float color[4]) = 0;
virtual void ClearDepthStencilView(void* depth, float depthValue, uint8_t stencil) = 0;
virtual void CopyResource(IResource* dst, const IResource* src) = 0;
virtual void CopyBuffer(IResource* dst, uint64_t dstOffset, const IResource* src, uint64_t srcOffset, uint64_t size) = 0;
virtual void ResourceBarrier(IResource* resource, ResourceStateFlag before, ResourceStateFlag after) = 0;
virtual void* GetNativeCommandList() const = 0;
};
} // namespace RHI
} // namespace XCEngine

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@@ -1,161 +0,0 @@
#pragma once
#include "RHIDefines.h"
#include "ICommandList.h"
namespace XCEngine {
namespace RHI {
struct ShaderBytecode {
const void* bytecode = nullptr;
uint64_t size = 0;
};
struct InputElementDesc {
const char* semanticName = nullptr;
uint32_t semanticIndex = 0;
Format format = Format::Unknown;
uint32_t inputSlot = 0;
uint32_t alignedByteOffset = 0;
uint32_t inputSlotClass = 0; // 0 = per-vertex
uint32_t instanceDataStepRate = 0;
};
struct InputLayoutDesc {
const InputElementDesc* elements = nullptr;
uint32_t elementCount = 0;
};
enum class PrimitiveTopologyType {
Undefined,
Point,
Line,
Triangle,
Patch
};
enum class BlendFactor {
Zero,
One,
SrcColor,
InvSrcColor,
SrcAlpha,
InvSrcAlpha,
DestAlpha,
InvDestAlpha,
DestColor,
InvDestColor
};
enum class BlendOp {
Add,
Subtract,
ReverseSubtract,
Min,
Max
};
enum class ComparisonFunc {
Never,
Less,
Equal,
LessEqual,
Greater,
NotEqual,
GreaterEqual,
Always
};
enum class CullMode {
None,
Front,
Back
};
enum class FillMode {
Wireframe,
Solid
};
struct BlendState {
bool enable = false;
BlendFactor srcBlend = BlendFactor::SrcAlpha;
BlendFactor destBlend = BlendFactor::InvSrcAlpha;
BlendOp blendOp = BlendOp::Add;
BlendFactor srcBlendAlpha = BlendFactor::One;
BlendFactor destBlendAlpha = BlendFactor::Zero;
BlendOp blendOpAlpha = BlendOp::Add;
uint8_t renderTargetWriteMask = 0xF;
};
struct DepthStencilState {
bool depthEnable = true;
bool stencilEnable = false;
ComparisonFunc depthFunc = ComparisonFunc::Less;
uint8_t depthWriteMask = 0xFF;
uint8_t stencilReadMask = 0xFF;
uint8_t stencilWriteMask = 0xFF;
};
struct RasterizerState {
FillMode fillMode = FillMode::Solid;
CullMode cullMode = CullMode::Back;
bool frontCounterClockwise = true;
int32_t depthBias = 0;
float depthBiasClamp = 0.0f;
float slopeScaledDepthBias = 0.0f;
bool depthClipEnable = true;
bool scissorEnable = false;
bool multisampleEnable = false;
};
struct RenderState {
BlendState blendState;
DepthStencilState depthStencilState;
RasterizerState rasterizerState;
};
struct PipelineDesc {
IRootSignature* rootSignature = nullptr;
ShaderBytecode vertexShader;
ShaderBytecode pixelShader;
ShaderBytecode geometryShader;
ShaderBytecode computeShader;
RenderState renderState;
InputLayoutDesc inputLayout;
PrimitiveTopologyType topologyType = PrimitiveTopologyType::Triangle;
uint32_t numRenderTargets = 1;
Format rtvFormats[8] = { Format::Unknown };
Format dsvFormat = Format::Unknown;
SampleCount sampleCount = SampleCount::Count1;
};
class IRHIDevice {
public:
virtual ~IRHIDevice() = default;
virtual GraphicsAPI GetAPI() const = 0;
virtual const char* GetAPIName() const = 0;
virtual bool Initialize(void* windowHandle, uint32_t width, uint32_t height) = 0;
virtual void Shutdown() = 0;
virtual bool CreateCommandQueue(ICommandQueue** queue, const CommandQueueDesc& desc) = 0;
virtual bool CreateCommandAllocator(ICommandAllocator** allocator) = 0;
virtual bool CreateCommandList(ICommandList** list, ICommandAllocator* allocator) = 0;
virtual bool CreateFence(IFence** fence) = 0;
virtual bool CreateDescriptorHeap(IDescriptorHeap** heap, const DescriptorHeapDesc& desc) = 0;
virtual bool CreateRootSignature(IRootSignature** signature, const RootSignatureDesc& desc) = 0;
virtual bool CreatePipelineState(IPipelineState** pso, const PipelineDesc& desc) = 0;
virtual bool CreateSwapChain(ISwapChain** swapChain, const SwapChainDesc& desc, void* windowHandle) = 0;
virtual ICommandQueue* GetCommandQueue() = 0;
virtual void* GetNativeDevice() const = 0;
virtual void* GetNativeAdapter() const = 0;
};
} // namespace RHI
} // namespace XCEngine

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@@ -1,99 +0,0 @@
#pragma once
#include "RHIDefines.h"
#include <unknwn.h>
namespace XCEngine {
namespace RHI {
class ICommandQueue {
public:
virtual ~ICommandQueue() = default;
virtual void ExecuteCommandLists(void** lists, uint32_t count) = 0;
virtual void Signal(void* fence, uint64_t value) = 0;
virtual void Wait(void* fence, uint64_t value) = 0;
virtual uint64_t GetTimestampFrequency() const = 0;
virtual IUnknown* GetNativeQueue() const = 0;
};
class ICommandAllocator {
public:
virtual ~ICommandAllocator() = default;
virtual void Reset() = 0;
};
class IFence {
public:
virtual ~IFence() = default;
virtual uint64_t GetCompletedValue() const = 0;
virtual void Signal(uint64_t value) = 0;
virtual void Wait(uint64_t value) = 0;
virtual void Wait(uint64_t value, uint64_t timeoutMs) = 0;
};
class IDescriptorHeap {
public:
virtual ~IDescriptorHeap() = default;
virtual DescriptorHeapType GetType() const = 0;
virtual uint32_t GetDescriptorCount() const = 0;
virtual void* GetCPUDescriptorHandle(uint32_t index) const = 0;
virtual uint64_t GetGPUDescriptorHandle(uint32_t index) const = 0;
virtual void SetName(const char* name) = 0;
};
class ISwapChain {
public:
virtual ~ISwapChain() = default;
virtual bool Initialize(const SwapChainDesc& desc, void* windowHandle) = 0;
virtual void Shutdown() = 0;
virtual bool Present() = 0;
virtual bool Resize(uint32_t width, uint32_t height) = 0;
virtual uint32_t GetCurrentBufferIndex() const = 0;
virtual void* GetBuffer(uint32_t index) = 0;
virtual void* GetCurrentRenderTarget() = 0;
virtual void* GetDepthStencil() = 0;
virtual void SetFullscreen(bool fullscreen) = 0;
virtual bool IsFullscreen() const = 0;
};
enum class RootParameterType {
DescriptorTable,
Constants,
CBV,
SRV,
UAV,
Sampler
};
struct RootParameter {
RootParameterType type;
uint32_t shaderRegister = 0;
uint32_t registerSpace = 0;
uint32_t num32BitValues = 4;
ShaderVisibility visibility = ShaderVisibility::All;
};
struct RootSignatureDesc {
RootParameter* parameters = nullptr;
uint32_t parameterCount = 0;
uint32_t flags = 0;
};
class IRootSignature {
public:
virtual ~IRootSignature() = default;
virtual bool Initialize(const RootSignatureDesc& desc) = 0;
virtual void SetName(const char* name) = 0;
virtual void* GetNativeRootSignature() const = 0;
};
class IPipelineState {
public:
virtual ~IPipelineState() = default;
virtual void SetName(const char* name) = 0;
virtual void* GetNativePipelineState() const = 0;
};
} // namespace RHI
} // namespace XCEngine

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@@ -1,27 +0,0 @@
#pragma once
#include "RHIDefines.h"
namespace XCEngine {
namespace RHI {
class IShaderResourceView {
public:
virtual ~IShaderResourceView() = default;
virtual void* GetNativeSRV() const = 0;
};
class IRenderTargetView {
public:
virtual ~IRenderTargetView() = default;
virtual void* GetNativeRTV() const = 0;
};
class IDepthStencilView {
public:
virtual ~IDepthStencilView() = default;
virtual void* GetNativeDSV() const = 0;
};
} // namespace RHI
} // namespace XCEngine

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@@ -1,226 +0,0 @@
#pragma once
#include <cstdint>
#include <dxgi1_4.h>
#include <d3d12.h>
namespace XCEngine {
namespace RHI {
enum class Format : uint32_t {
Unknown = 0,
R8_UNorm = 61,
R8G8_UNorm = 49,
R8G8B8A8_UNorm = 28,
R16G16B16A16_Float = 10,
R32G32B32A32_Float = 2,
R16_Float = 54,
R32_Float = 41,
D16_UNorm = 55,
D24_UNorm_S8_UInt = 45,
D32_Float = 40,
BC1_UNorm = 71,
BC2_UNorm = 74,
BC3_UNorm = 77,
BC4_UNorm = 80,
BC5_UNorm = 83,
BC6H_UF16 = 95,
BC7_UNorm = 98
};
enum class PrimitiveTopology : uint8_t {
Undefined = 0,
PointList = 1,
LineList = 2,
LineStrip = 3,
TriangleList = 4,
TriangleStrip = 5,
LineListAdj = 10,
LineStripAdj = 11,
TriangleListAdj = 12,
TriangleStripAdj = 13,
PatchList = 33
};
enum class GraphicsAPI : uint8_t {
Unknown,
Direct3D11,
Direct3D12,
Vulkan,
Metal,
OpenGL
};
enum class CommandListType : uint8_t {
Direct,
Compute,
Copy,
Bundle
};
enum class ShaderVisibility : uint8_t {
All = 0,
Vertex = 1,
Hull = 2,
Domain = 3,
Geometry = 4,
Pixel = 5,
Amplification = 6,
Mesh = 7
};
enum class DescriptorHeapType : uint8_t {
CBV_SRV_UAV,
Sampler,
RTV,
DSV
};
enum class QueryType : uint8_t {
Occlusion,
Timestamp,
PipelineStatistics
};
enum class SampleCount : uint8_t {
Count1 = 1,
Count2 = 2,
Count4 = 4,
Count8 = 8
};
struct CommandQueueDesc {
CommandListType type = CommandListType::Direct;
int32_t priority = 0;
const char* name = nullptr;
};
struct DescriptorHeapDesc {
DescriptorHeapType type;
uint32_t count = 0;
bool shaderVisible = false;
const char* name = nullptr;
};
struct QueryHeapDesc {
QueryType type;
uint32_t count = 0;
const char* name = nullptr;
};
struct SwapChainDesc {
uint32_t width = 0;
uint32_t height = 0;
Format format = Format::Unknown;
uint32_t bufferCount = 2;
bool vsync = false;
bool fullscreen = false;
};
enum class ResourceStateFlag : uint32_t {
Common = 0,
VertexBuffer = 1 << 0,
ConstantBuffer = 1 << 1,
IndexBuffer = 1 << 2,
RenderTarget = 1 << 3,
UnorderedAccess = 1 << 4,
DepthWrite = 1 << 5,
DepthRead = 1 << 6,
ShaderResource = 1 << 7,
IndirectArgument = 1 << 8,
CopyDest = 1 << 9,
CopySource = 1 << 10,
ResolveDest = 1 << 11,
ResolveSource = 1 << 12,
Present = 1 << 13,
RaytracingAccelerationStructure = 1 << 14,
ShadingRateSource = 1 << 15
};
inline ResourceStateFlag operator|(ResourceStateFlag a, ResourceStateFlag b) {
return static_cast<ResourceStateFlag>(static_cast<uint32_t>(a) | static_cast<uint32_t>(b));
}
inline ResourceStateFlag operator&(ResourceStateFlag a, ResourceStateFlag b) {
return static_cast<ResourceStateFlag>(static_cast<uint32_t>(a) & static_cast<uint32_t>(b));
}
struct Viewport {
float topLeftX = 0.0f;
float topLeftY = 0.0f;
float width = 0.0f;
float height = 0.0f;
float minDepth = 0.0f;
float maxDepth = 1.0f;
};
struct Rect {
int32_t left = 0;
int32_t top = 0;
int32_t right = 0;
int32_t bottom = 0;
};
struct Color {
float r = 0.0f;
float g = 0.0f;
float b = 0.0f;
float a = 1.0f;
};
struct ClearValue {
Color color;
float depth = 1.0f;
uint8_t stencil = 0;
};
inline DXGI_FORMAT FormatToDXGIFormat(Format format) {
switch (format) {
case Format::Unknown: return DXGI_FORMAT_UNKNOWN;
case Format::R8_UNorm: return DXGI_FORMAT_R8_UNORM;
case Format::R8G8_UNorm: return DXGI_FORMAT_R8G8_UNORM;
case Format::R8G8B8A8_UNorm: return DXGI_FORMAT_R8G8B8A8_UNORM;
case Format::R16G16B16A16_Float: return DXGI_FORMAT_R16G16B16A16_FLOAT;
case Format::R32G32B32A32_Float: return DXGI_FORMAT_R32G32B32A32_FLOAT;
case Format::R16_Float: return DXGI_FORMAT_R16_FLOAT;
case Format::R32_Float: return DXGI_FORMAT_R32_FLOAT;
case Format::D16_UNorm: return DXGI_FORMAT_D16_UNORM;
case Format::D24_UNorm_S8_UInt: return DXGI_FORMAT_D24_UNORM_S8_UINT;
case Format::D32_Float: return DXGI_FORMAT_D32_FLOAT;
case Format::BC1_UNorm: return DXGI_FORMAT_BC1_UNORM;
case Format::BC2_UNorm: return DXGI_FORMAT_BC2_UNORM;
case Format::BC3_UNorm: return DXGI_FORMAT_BC3_UNORM;
case Format::BC4_UNorm: return DXGI_FORMAT_BC4_UNORM;
case Format::BC5_UNorm: return DXGI_FORMAT_BC5_UNORM;
case Format::BC6H_UF16: return DXGI_FORMAT_BC6H_UF16;
case Format::BC7_UNorm: return DXGI_FORMAT_BC7_UNORM;
default: return DXGI_FORMAT_UNKNOWN;
}
}
inline Format DXGIFormatToFormat(DXGI_FORMAT dxgiFormat) {
switch (dxgiFormat) {
case DXGI_FORMAT_UNKNOWN: return Format::Unknown;
case DXGI_FORMAT_R8_UNORM: return Format::R8_UNorm;
case DXGI_FORMAT_R8G8_UNORM: return Format::R8G8_UNorm;
case DXGI_FORMAT_R8G8B8A8_UNORM: return Format::R8G8B8A8_UNorm;
case DXGI_FORMAT_R16G16B16A16_FLOAT: return Format::R16G16B16A16_Float;
case DXGI_FORMAT_R32G32B32A32_FLOAT: return Format::R32G32B32A32_Float;
case DXGI_FORMAT_R16_FLOAT: return Format::R16_Float;
case DXGI_FORMAT_R32_FLOAT: return Format::R32_Float;
case DXGI_FORMAT_D16_UNORM: return Format::D16_UNorm;
case DXGI_FORMAT_D24_UNORM_S8_UINT: return Format::D24_UNorm_S8_UInt;
case DXGI_FORMAT_D32_FLOAT: return Format::D32_Float;
case DXGI_FORMAT_BC1_UNORM: return Format::BC1_UNorm;
case DXGI_FORMAT_BC2_UNORM: return Format::BC2_UNorm;
case DXGI_FORMAT_BC3_UNORM: return Format::BC3_UNorm;
case DXGI_FORMAT_BC4_UNORM: return Format::BC4_UNorm;
case DXGI_FORMAT_BC5_UNORM: return Format::BC5_UNorm;
case DXGI_FORMAT_BC6H_UF16: return Format::BC6H_UF16;
case DXGI_FORMAT_BC7_UNORM: return Format::BC7_UNorm;
default: return Format::Unknown;
}
}
} // namespace RHI
} // namespace XCEngine

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@@ -1,28 +0,0 @@
#pragma once
#include "RHIDefines.h"
#include "IRHIDevice.h"
namespace XCEngine {
namespace RHI {
class RHISystem {
public:
static RHISystem& Get();
bool Initialize(GraphicsAPI api, void* windowHandle, uint32_t width, uint32_t height);
void Shutdown();
IRHIDevice* GetDevice() { return m_device; }
GraphicsAPI GetAPI() const { return m_api; }
private:
RHISystem() = default;
~RHISystem() = default;
GraphicsAPI m_api = GraphicsAPI::Unknown;
IRHIDevice* m_device = nullptr;
};
} // namespace RHI
} // namespace XCEngine

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@@ -1,54 +0,0 @@
#pragma once
#include <RHI\IRHIDevice.h>
#include <RHI\IRHIResources.h>
#include <Rendering\RenderTarget.h>
namespace XCEngine {
namespace RHI {
class D3D12DescriptorHeap;
class RenderContext {
public:
RenderContext(D3D12Device* device);
~RenderContext();
bool Initialize(uint32_t width, uint32_t height);
void Shutdown();
void BeginFrame();
void EndFrame();
ICommandList* GetCommandList() { return m_commandList; }
ICommandAllocator* GetCommandAllocator() { return m_commandAllocator; }
ISwapChain* GetSwapChain() { return m_swapChain; }
IRenderTarget* GetCurrentRenderTarget() { return m_currentRenderTarget; }
IDepthStencil* GetDepthStencil() { return m_depthStencil; }
IFence* GetFence() { return m_fence; }
uint64_t GetFenceValue() { return m_fenceValue; }
void IncrementFenceValue() { m_fenceValue++; }
void WaitForCompletionOfCommandList() { m_fence->Wait(m_fenceValue); }
void SetViewport(float width, float height);
void SetScissor(int32_t width, int32_t height);
void ClearRenderTarget(const float color[4]);
void ClearDepthStencil();
void Present();
private:
D3D12Device* m_device = nullptr;
ICommandAllocator* m_commandAllocator = nullptr;
ICommandList* m_commandList = nullptr;
IFence* m_fence = nullptr;
ISwapChain* m_swapChain = nullptr;
IRenderTarget* m_currentRenderTarget = nullptr;
IDepthStencil* m_depthStencil = nullptr;
D3D12DescriptorHeap* m_dsvHeap = nullptr;
uint64_t m_fenceValue = 0;
uint32_t m_width = 0;
uint32_t m_height = 0;
};
} // namespace RHI
} // namespace XCEngine

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@@ -1,28 +0,0 @@
#pragma once
#include <Rendering/Resources.h>
namespace XCEngine {
namespace RHI {
class D3D12Device;
class D3D12SwapChain;
class D3D12DescriptorHeap;
class IDepthStencil : public ITexture2D {
public:
virtual ~IDepthStencil() = default;
virtual void SetDSVHeap(void* heap) = 0;
};
class IRenderTarget : public ITexture2D {
public:
virtual ~IRenderTarget() = default;
};
bool CreateDepthStencil(D3D12Device* device, uint32_t width, uint32_t height, Format format, IDepthStencil** outDepthStencil);
bool CreateRenderTargetFromSwapChain(D3D12Device* device, D3D12SwapChain* swapChain, uint32_t bufferIndex, IRenderTarget** outRenderTarget);
} // namespace RHI
} // namespace XCEngine

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@@ -1,74 +0,0 @@
#pragma once
#include <RHI\IRHIDevice.h>
#include <RHI\IRHIResources.h>
namespace XCEngine {
namespace RHI {
struct BufferDesc {
uint64_t size = 0;
uint32_t stride = 0;
bool cpuAccessible = false;
};
class IBuffer : public IResource {
public:
virtual ~IBuffer() = default;
virtual const BufferDesc& GetDesc() const = 0;
virtual void* Map() = 0;
virtual void Unmap() = 0;
};
class IVertexBuffer : public IBuffer {
public:
virtual ~IVertexBuffer() = default;
};
class IIndexBuffer : public IBuffer {
public:
virtual ~IIndexBuffer() = default;
};
class IConstantBuffer : public IBuffer {
public:
virtual ~IConstantBuffer() = default;
};
struct TextureDesc {
uint32_t width = 0;
uint32_t height = 0;
uint32_t depth = 1;
uint32_t mipLevels = 1;
uint32_t arraySize = 1;
Format format = Format::Unknown;
bool renderTarget = false;
bool depthStencil = false;
};
class ITexture2D : public IResource {
public:
virtual ~ITexture2D() = default;
virtual const TextureDesc& GetDesc() const = 0;
virtual void CreateSRV() = 0;
virtual void* GetSRV() = 0;
virtual void CreateRTV() = 0;
virtual void* GetRTV() = 0;
virtual void CreateDSV() = 0;
virtual void* GetDSV() = 0;
};
class ITextureCube : public IResource {
public:
virtual ~ITextureCube() = default;
virtual const TextureDesc& GetDesc() const = 0;
};
class ISampler {
public:
virtual ~ISampler() = default;
virtual void* GetNativeSampler() const = 0;
};
} // namespace RHI
} // namespace XCEngine

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@@ -1,20 +0,0 @@
#pragma once
#include <RHI\RHIDefines.h>
#include <RHI\IRHIDevice.h>
namespace XCEngine {
namespace RHI {
class IShader {
public:
virtual ~IShader() = default;
virtual const ShaderBytecode& GetBytecode() const = 0;
virtual const char* GetEntryPoint() const = 0;
virtual const char* GetTarget() const = 0;
};
bool CompileShader(const char* filePath, const char* entryPoint, const char* target, ShaderBytecode& outBytecode);
} // namespace RHI
} // namespace XCEngine

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@@ -1,41 +0,0 @@
#pragma once
#include <cstdint>
#include <string>
#include <unordered_map>
#include <Rendering\Resources.h>
namespace XCEngine {
namespace RHI {
struct MeshVertex {
float position[4];
float texcoord[4];
float normal[4];
float tangent[4];
};
struct SubMesh {
IIndexBuffer* indexBuffer = nullptr;
uint32_t indexCount = 0;
};
class StaticMeshComponent {
public:
StaticMeshComponent();
~StaticMeshComponent();
bool Initialize(ICommandList* commandList, const char* filePath);
void Render(ICommandList* commandList);
IVertexBuffer* GetVertexBuffer() { return m_vertexBuffer; }
uint32_t GetVertexCount() const { return m_vertexCount; }
private:
IVertexBuffer* m_vertexBuffer = nullptr;
uint32_t m_vertexCount = 0;
std::unordered_map<std::string, SubMesh*> m_subMeshes;
};
} // namespace RHI
} // namespace XCEngine

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@@ -1,24 +0,0 @@
cmake_minimum_required(VERSION 3.15)
set(D3D12_SOURCES
D3D12Device.cpp
D3D12Resources.cpp
D3D12RenderTarget.cpp
D3D12Shader.cpp
D3D12RenderContext.cpp
D3D12StaticMeshComponent.cpp
)
add_library(XCEngineD3D12 STATIC ${D3D12_SOURCES})
target_include_directories(XCEngineD3D12 PUBLIC
${CMAKE_SOURCE_DIR}/engine/include
${CMAKE_SOURCE_DIR}/engine/include/XCEngine
${CMAKE_SOURCE_DIR}/engine/src
)
target_link_libraries(XCEngineD3D12 PUBLIC
dxguid
d3d12
d3dcompiler
)

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@@ -1,892 +0,0 @@
#include "D3D12RHI.h"
#include "D3D12Resources.h"
#include <RHI\RHIDefines.h>
#include <Rendering\Resources.h>
#include <string>
#include <windows.h>
#include <stdio.h>
#include <stdarg.h>
void EngineLog(const char* msg, ...) {
char buffer[1024];
va_list args;
va_start(args, msg);
vsnprintf(buffer, sizeof(buffer), msg, args);
va_end(args);
FILE* f = nullptr;
fopen_s(&f, "D:\\xcengine_debug.log", "a");
if (f) { fprintf(f, "%s\n", buffer); fclose(f); }
printf("%s\n", buffer);
OutputDebugStringA(buffer);
OutputDebugStringA("\n");
}
namespace XCEngine {
namespace RHI {
D3D12Device::D3D12Device() {
}
D3D12Device::~D3D12Device() {
Shutdown();
}
bool D3D12Device::CreateDXGIDevice(void* windowHandle) {
UINT dxgiFactoryFlags = 0;
#ifdef _DEBUG
ID3D12Debug* debugController = nullptr;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController)))) {
debugController->EnableDebugLayer();
dxgiFactoryFlags |= DXGI_CREATE_FACTORY_DEBUG;
}
#endif
HRESULT hr = CreateDXGIFactory2(dxgiFactoryFlags, IID_PPV_ARGS(&m_dxgiFactory));
if (FAILED(hr)) {
return false;
}
Microsoft::WRL::ComPtr<IDXGIAdapter1> adapter;
int adapterIndex = 0;
bool adapterFound = false;
while (m_dxgiFactory->EnumAdapters1(adapterIndex, &adapter) != DXGI_ERROR_NOT_FOUND) {
DXGI_ADAPTER_DESC1 desc;
adapter->GetDesc1(&desc);
if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) {
adapterIndex++;
continue;
}
hr = D3D12CreateDevice(adapter.Get(), D3D_FEATURE_LEVEL_11_0, __uuidof(ID3D12Device), nullptr);
if (SUCCEEDED(hr)) {
adapterFound = true;
break;
}
adapterIndex++;
}
if (!adapterFound) {
return false;
}
m_adapter = adapter;
hr = D3D12CreateDevice(m_adapter.Get(), D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&m_device));
if (FAILED(hr)) {
return false;
}
return true;
}
bool D3D12Device::Initialize(void* windowHandle, uint32_t width, uint32_t height) {
if (!CreateDXGIDevice(windowHandle)) {
return false;
}
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
queueDesc.Priority = 0;
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
Microsoft::WRL::ComPtr<ID3D12CommandQueue> commandQueue;
HRESULT hr = m_device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&commandQueue));
if (FAILED(hr)) {
return false;
}
m_commandQueue = new D3D12CommandQueue(this, commandQueue.Get());
SwapChainDesc swapChainDesc = {};
swapChainDesc.width = width;
swapChainDesc.height = height;
swapChainDesc.format = Format::R8G8B8A8_UNorm;
swapChainDesc.bufferCount = 2;
swapChainDesc.vsync = false;
swapChainDesc.fullscreen = false;
ISwapChain* swapChain = nullptr;
if (!CreateSwapChain(&swapChain, swapChainDesc, windowHandle)) {
return false;
}
m_swapChain = static_cast<D3D12SwapChain*>(swapChain);
return true;
}
void D3D12Device::Shutdown() {
if (m_commandQueue) {
delete m_commandQueue;
m_commandQueue = nullptr;
}
if (m_swapChain) {
delete m_swapChain;
m_swapChain = nullptr;
}
}
bool D3D12Device::CreateCommandQueue(ICommandQueue** queue, const CommandQueueDesc& desc) {
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
queueDesc.Priority = desc.priority;
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
Microsoft::WRL::ComPtr<ID3D12CommandQueue> commandQueue;
HRESULT hr = m_device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&commandQueue));
if (FAILED(hr)) {
return false;
}
*queue = new D3D12CommandQueue(this, commandQueue.Get());
return true;
}
bool D3D12Device::CreateCommandAllocator(ICommandAllocator** allocator) {
Microsoft::WRL::ComPtr<ID3D12CommandAllocator> commandAllocator;
HRESULT hr = m_device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&commandAllocator));
if (FAILED(hr)) {
return false;
}
*allocator = new D3D12CommandAllocator(this, commandAllocator.Get());
return true;
}
bool D3D12Device::CreateCommandList(ICommandList** list, ICommandAllocator* allocator) {
D3D12CommandAllocator* d3d12Allocator = static_cast<D3D12CommandAllocator*>(allocator);
Microsoft::WRL::ComPtr<ID3D12GraphicsCommandList> commandList;
HRESULT hr = m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT,
d3d12Allocator->GetNativeAllocator(), nullptr, IID_PPV_ARGS(&commandList));
if (FAILED(hr)) {
return false;
}
*list = new D3D12CommandList(this, commandList.Get());
return true;
}
bool D3D12Device::CreateFence(IFence** fence) {
Microsoft::WRL::ComPtr<ID3D12Fence> d3dFence;
HRESULT hr = m_device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&d3dFence));
if (FAILED(hr)) {
return false;
}
*fence = new D3D12Fence(this, d3dFence.Get());
return true;
}
bool D3D12Device::CreateDescriptorHeap(IDescriptorHeap** heap, const DescriptorHeapDesc& desc) {
D3D12_DESCRIPTOR_HEAP_DESC heapDesc = {};
heapDesc.NumDescriptors = desc.count;
heapDesc.Flags = desc.shaderVisible ? D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE : D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
switch (desc.type) {
case DescriptorHeapType::CBV_SRV_UAV:
heapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
break;
case DescriptorHeapType::Sampler:
heapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
break;
case DescriptorHeapType::RTV:
heapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
break;
case DescriptorHeapType::DSV:
heapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
break;
}
Microsoft::WRL::ComPtr<ID3D12DescriptorHeap> descriptorHeap;
HRESULT hr = m_device->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&descriptorHeap));
if (FAILED(hr)) {
return false;
}
*heap = new D3D12DescriptorHeap(this, descriptorHeap.Get(), desc.type);
return true;
}
bool D3D12Device::CreateRootSignature(IRootSignature** signature, const RootSignatureDesc& desc) {
*signature = new D3D12RootSignature(this);
return (*signature)->Initialize(desc);
}
bool D3D12Device::CreatePipelineState(IPipelineState** pso, const PipelineDesc& desc) {
*pso = new D3D12PipelineState(this);
return static_cast<D3D12PipelineState*>(*pso)->Initialize(desc);
}
bool D3D12Device::CreateSwapChain(ISwapChain** swapChain, const SwapChainDesc& desc, void* windowHandle) {
*swapChain = new D3D12SwapChain(this);
bool result = (*swapChain)->Initialize(desc, windowHandle);
return result;
}
D3D12CommandQueue::D3D12CommandQueue(D3D12Device* device, ID3D12CommandQueue* queue)
: m_device(device), m_commandQueue(queue) {
}
D3D12CommandQueue::~D3D12CommandQueue() {
}
void D3D12CommandQueue::ExecuteCommandLists(void** lists, uint32_t count) {
ID3D12CommandList** d3dLists = reinterpret_cast<ID3D12CommandList**>(lists);
m_commandQueue->ExecuteCommandLists(count, d3dLists);
}
void D3D12CommandQueue::Signal(void* fence, uint64_t value) {
ID3D12Fence* d3dFence = static_cast<ID3D12Fence*>(fence);
m_commandQueue->Signal(d3dFence, value);
}
void D3D12CommandQueue::Wait(void* fence, uint64_t value) {
ID3D12Fence* d3dFence = static_cast<ID3D12Fence*>(fence);
m_commandQueue->Wait(d3dFence, value);
}
uint64_t D3D12CommandQueue::GetTimestampFrequency() const {
uint64_t frequency = 0;
m_commandQueue->GetTimestampFrequency(&frequency);
return frequency;
}
D3D12CommandAllocator::D3D12CommandAllocator(D3D12Device* device, ID3D12CommandAllocator* allocator)
: m_device(device), m_commandAllocator(allocator) {
}
D3D12CommandAllocator::~D3D12CommandAllocator() {
}
void D3D12CommandAllocator::Reset() {
m_commandAllocator->Reset();
}
D3D12Fence::D3D12Fence(D3D12Device* device, ID3D12Fence* fence)
: m_device(device), m_fence(fence) {
m_fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
}
D3D12Fence::~D3D12Fence() {
if (m_fenceEvent) {
CloseHandle(m_fenceEvent);
m_fenceEvent = nullptr;
}
}
uint64_t D3D12Fence::GetCompletedValue() const {
return m_fence->GetCompletedValue();
}
void D3D12Fence::Signal(uint64_t value) {
m_fence->Signal(value);
}
void D3D12Fence::Wait(uint64_t value) {
if (m_fence->GetCompletedValue() < value) {
m_fence->SetEventOnCompletion(value, m_fenceEvent);
WaitForSingleObject(m_fenceEvent, INFINITE);
}
}
void D3D12Fence::Wait(uint64_t value, uint64_t timeoutMs) {
if (m_fence->GetCompletedValue() < value) {
m_fence->SetEventOnCompletion(value, m_fenceEvent);
WaitForSingleObject(m_fenceEvent, (DWORD)timeoutMs);
}
}
D3D12DescriptorHeap::D3D12DescriptorHeap(D3D12Device* device, ID3D12DescriptorHeap* heap, DescriptorHeapType type)
: m_device(device), m_descriptorHeap(heap), m_type(type) {
m_descriptorCount = heap->GetDesc().NumDescriptors;
m_descriptorSize = device->GetD3D12Device()->GetDescriptorHandleIncrementSize(
type == DescriptorHeapType::CBV_SRV_UAV ? D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV :
type == DescriptorHeapType::Sampler ? D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER :
type == DescriptorHeapType::RTV ? D3D12_DESCRIPTOR_HEAP_TYPE_RTV : D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
}
D3D12DescriptorHeap::~D3D12DescriptorHeap() {
}
void* D3D12DescriptorHeap::GetCPUDescriptorHandle(uint32_t index) const {
D3D12_CPU_DESCRIPTOR_HANDLE handle = m_descriptorHeap->GetCPUDescriptorHandleForHeapStart();
handle.ptr += index * m_descriptorSize;
return (void*)handle.ptr;
}
uint64_t D3D12DescriptorHeap::GetGPUDescriptorHandle(uint32_t index) const {
D3D12_GPU_DESCRIPTOR_HANDLE handle = m_descriptorHeap->GetGPUDescriptorHandleForHeapStart();
handle.ptr += index * m_descriptorSize;
return handle.ptr;
}
void D3D12DescriptorHeap::SetName(const char* name) {
if (name) {
m_descriptorHeap->SetName(std::wstring(name, name + strlen(name)).c_str());
}
}
D3D12SwapChain::D3D12SwapChain(D3D12Device* device)
: m_device(device) {
}
D3D12SwapChain::~D3D12SwapChain() {
Shutdown();
}
bool D3D12SwapChain::Initialize(const SwapChainDesc& desc, void* windowHandle) {
m_bufferCount = desc.bufferCount;
m_vsync = desc.vsync;
m_fullscreen = desc.fullscreen;
DXGI_SWAP_CHAIN_DESC swapChainDesc = {};
swapChainDesc.BufferCount = desc.bufferCount;
swapChainDesc.BufferDesc.Width = desc.width;
swapChainDesc.BufferDesc.Height = desc.height;
swapChainDesc.BufferDesc.Format = FormatToDXGIFormat(desc.format);
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.OutputWindow = (HWND)windowHandle;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.Windowed = !desc.fullscreen;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
Microsoft::WRL::ComPtr<IDXGISwapChain> swapChain;
ID3D12CommandQueue* cmdQueue = (ID3D12CommandQueue*)m_device->GetCommandQueue()->GetNativeQueue();
HRESULT hr = m_device->GetDXGIFactory()->CreateSwapChain(
cmdQueue, &swapChainDesc, &swapChain);
if (FAILED(hr)) {
return false;
}
hr = swapChain.As(&m_swapChain);
DescriptorHeapDesc rtvDesc = {};
rtvDesc.type = DescriptorHeapType::RTV;
rtvDesc.count = desc.bufferCount;
rtvDesc.shaderVisible = false;
if (!m_device->CreateDescriptorHeap((IDescriptorHeap**)&m_rtvHeap, rtvDesc)) {
return false;
}
D3D12_CPU_DESCRIPTOR_HANDLE rtvHeapStart;
rtvHeapStart.ptr = (UINT64)m_rtvHeap->GetCPUDescriptorHandle(0);
UINT rtvDescriptorSize = m_device->GetD3D12Device()->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
for (uint32_t i = 0; i < desc.bufferCount; i++) {
hr = m_swapChain->GetBuffer(i, IID_PPV_ARGS(&m_buffers[i]));
if (FAILED(hr)) {
return false;
}
D3D12_CPU_DESCRIPTOR_HANDLE rtvPointer;
rtvPointer.ptr = rtvHeapStart.ptr + i * rtvDescriptorSize;
m_device->GetD3D12Device()->CreateRenderTargetView(m_buffers[i].Get(), nullptr, rtvPointer);
}
return true;
}
void D3D12SwapChain::Shutdown() {
m_buffers[0].Reset();
if (m_rtvHeap) {
delete m_rtvHeap;
m_rtvHeap = nullptr;
}
m_swapChain.Reset();
}
bool D3D12SwapChain::Present() {
HRESULT hr = m_swapChain->Present(m_vsync ? 1 : 0, 0);
return SUCCEEDED(hr);
}
bool D3D12SwapChain::Resize(uint32_t width, uint32_t height) {
for (uint32_t i = 0; i < m_bufferCount; i++) {
m_buffers[i].Reset();
}
HRESULT hr = m_swapChain->ResizeBuffers(m_bufferCount, width, height, DXGI_FORMAT_UNKNOWN, 0);
if (FAILED(hr)) {
return false;
}
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = *(D3D12_CPU_DESCRIPTOR_HANDLE*)m_rtvHeap->GetCPUDescriptorHandle(0);
for (uint32_t i = 0; i < m_bufferCount; i++) {
hr = m_swapChain->GetBuffer(i, IID_PPV_ARGS(&m_buffers[i]));
if (FAILED(hr)) {
return false;
}
m_device->GetD3D12Device()->CreateRenderTargetView(m_buffers[i].Get(), nullptr, rtvHandle);
rtvHandle.ptr += m_rtvHeap->GetDescriptorSize();
}
return true;
}
uint32_t D3D12SwapChain::GetCurrentBufferIndex() const {
return m_swapChain->GetCurrentBackBufferIndex();
}
void* D3D12SwapChain::GetBuffer(uint32_t index) {
return GetBufferResource(index);
}
void* D3D12SwapChain::GetCurrentRenderTarget() {
uint32_t index = GetCurrentBufferIndex();
D3D12_CPU_DESCRIPTOR_HANDLE handle = m_rtvHeap->GetNativeHeap()->GetCPUDescriptorHandleForHeapStart();
UINT rtvSize = m_device->GetD3D12Device()->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
handle.ptr += index * rtvSize;
return (void*)handle.ptr;
}
void* D3D12SwapChain::GetDepthStencil() {
return nullptr;
}
void D3D12SwapChain::SetFullscreen(bool fullscreen) {
m_fullscreen = fullscreen;
m_swapChain->SetFullscreenState(fullscreen, nullptr);
}
bool D3D12SwapChain::IsFullscreen() const {
return m_fullscreen;
}
D3D12RootSignature::D3D12RootSignature(D3D12Device* device)
: m_device(device) {
}
D3D12RootSignature::~D3D12RootSignature() {
}
bool D3D12RootSignature::Initialize(const RootSignatureDesc& desc) {
EngineLog("RootSignature: Start init, paramCount=%u", desc.parameterCount);
D3D12_ROOT_PARAMETER rootParameters[16] = {};
D3D12_DESCRIPTOR_RANGE descriptorRanges[16] = {};
for (uint32_t i = 0; i < desc.parameterCount && i < 16; i++) {
const RootParameter& param = desc.parameters[i];
switch (param.type) {
case RootParameterType::CBV:
rootParameters[i].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
rootParameters[i].ShaderVisibility = (D3D12_SHADER_VISIBILITY)param.visibility;
rootParameters[i].Descriptor.RegisterSpace = param.registerSpace;
rootParameters[i].Descriptor.ShaderRegister = param.shaderRegister;
break;
case RootParameterType::SRV:
rootParameters[i].ParameterType = D3D12_ROOT_PARAMETER_TYPE_SRV;
rootParameters[i].ShaderVisibility = (D3D12_SHADER_VISIBILITY)param.visibility;
rootParameters[i].Descriptor.RegisterSpace = param.registerSpace;
rootParameters[i].Descriptor.ShaderRegister = param.shaderRegister;
break;
case RootParameterType::Constants:
rootParameters[i].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
rootParameters[i].ShaderVisibility = (D3D12_SHADER_VISIBILITY)param.visibility;
rootParameters[i].Constants.RegisterSpace = param.registerSpace;
rootParameters[i].Constants.ShaderRegister = param.shaderRegister;
rootParameters[i].Constants.Num32BitValues = param.num32BitValues;
break;
case RootParameterType::DescriptorTable:
rootParameters[i].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
rootParameters[i].ShaderVisibility = (D3D12_SHADER_VISIBILITY)param.visibility;
rootParameters[i].DescriptorTable.pDescriptorRanges = &descriptorRanges[i];
rootParameters[i].DescriptorTable.NumDescriptorRanges = 1;
descriptorRanges[i].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
descriptorRanges[i].RegisterSpace = param.registerSpace;
descriptorRanges[i].BaseShaderRegister = 0;
descriptorRanges[i].NumDescriptors = 1;
descriptorRanges[i].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
break;
default:
rootParameters[i].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
break;
}
EngineLog("RootParam[%d]: type=%d, visibility=%d, reg=%d, space=%d",
i, (int)param.type, (int)param.visibility, param.shaderRegister, param.registerSpace);
}
D3D12_STATIC_SAMPLER_DESC samplerDesc = {};
samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
samplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
samplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
samplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
samplerDesc.MaxLOD = D3D12_FLOAT32_MAX;
samplerDesc.RegisterSpace = 0;
samplerDesc.ShaderRegister = 0;
samplerDesc.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
D3D12_ROOT_SIGNATURE_DESC rootSignatureDesc = {};
rootSignatureDesc.NumParameters = desc.parameterCount;
rootSignatureDesc.pParameters = rootParameters;
rootSignatureDesc.NumStaticSamplers = 1;
rootSignatureDesc.pStaticSamplers = &samplerDesc;
rootSignatureDesc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
Microsoft::WRL::ComPtr<ID3DBlob> signature;
Microsoft::WRL::ComPtr<ID3DBlob> errorBlob;
HRESULT hr = D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &errorBlob);
if (FAILED(hr)) {
if (errorBlob) {
OutputDebugStringA((const char*)errorBlob->GetBufferPointer());
}
EngineLog("RootSignature: Serialize FAILED");
return false;
}
EngineLog("RootSignature: Serialize SUCCESS, size=%llu", (unsigned long long)signature->GetBufferSize());
hr = m_device->GetD3D12Device()->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(),
IID_PPV_ARGS(&m_rootSignature));
if (SUCCEEDED(hr)) {
EngineLog("RootSignature: SUCCESS");
} else {
EngineLog("RootSignature: FAILED");
}
return SUCCEEDED(hr);
}
void D3D12RootSignature::SetName(const char* name) {
if (name && m_rootSignature) {
m_rootSignature->SetName(std::wstring(name, name + strlen(name)).c_str());
}
}
void* D3D12RootSignature::GetNativeRootSignature() const {
return m_rootSignature.Get();
}
D3D12PipelineState::D3D12PipelineState(D3D12Device* device)
: m_device(device) {
}
D3D12PipelineState::~D3D12PipelineState() {
}
bool D3D12PipelineState::Initialize(const PipelineDesc& desc) {
EngineLog("PipelineState: Start init");
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
if (desc.rootSignature) {
EngineLog("PipelineState: has rootSignature");
D3D12RootSignature* rs = static_cast<D3D12RootSignature*>(desc.rootSignature);
psoDesc.pRootSignature = rs->GetNative();
EngineLog("PipelineState: rootSignature ptr=%p", psoDesc.pRootSignature);
} else {
EngineLog("PipelineState: NO rootSignature!");
}
if (desc.vertexShader.size > 0 && desc.vertexShader.bytecode != nullptr) {
psoDesc.VS.pShaderBytecode = desc.vertexShader.bytecode;
psoDesc.VS.BytecodeLength = desc.vertexShader.size;
}
if (desc.pixelShader.size > 0 && desc.pixelShader.bytecode != nullptr) {
psoDesc.PS.pShaderBytecode = desc.pixelShader.bytecode;
psoDesc.PS.BytecodeLength = desc.pixelShader.size;
}
if (desc.geometryShader.size > 0 && desc.geometryShader.bytecode != nullptr) {
psoDesc.GS.pShaderBytecode = desc.geometryShader.bytecode;
psoDesc.GS.BytecodeLength = desc.geometryShader.size;
}
D3D12_INPUT_ELEMENT_DESC d3d12Elements[16] = {};
for (uint32_t i = 0; i < desc.inputLayout.elementCount && i < 16; i++) {
const InputElementDesc& src = desc.inputLayout.elements[i];
d3d12Elements[i].SemanticName = src.semanticName;
d3d12Elements[i].SemanticIndex = src.semanticIndex;
d3d12Elements[i].Format = FormatToDXGIFormat(src.format);
d3d12Elements[i].InputSlot = src.inputSlot;
d3d12Elements[i].AlignedByteOffset = src.alignedByteOffset;
d3d12Elements[i].InputSlotClass = D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA;
d3d12Elements[i].InstanceDataStepRate = 0;
}
psoDesc.InputLayout.NumElements = desc.inputLayout.elementCount;
psoDesc.InputLayout.pInputElementDescs = d3d12Elements;
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
psoDesc.NumRenderTargets = 1;
psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
psoDesc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
psoDesc.SampleDesc.Count = 1;
psoDesc.SampleDesc.Quality = 0;
psoDesc.SampleMask = 0xffffffff;
psoDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
psoDesc.RasterizerState.CullMode = D3D12_CULL_MODE_BACK;
psoDesc.RasterizerState.DepthClipEnable = TRUE;
psoDesc.DepthStencilState.DepthEnable = TRUE;
psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
psoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
psoDesc.BlendState = { 0 };
D3D12_RENDER_TARGET_BLEND_DESC rtBlendDesc = {
FALSE,FALSE,
D3D12_BLEND_SRC_ALPHA,D3D12_BLEND_INV_SRC_ALPHA,D3D12_BLEND_OP_ADD,
D3D12_BLEND_SRC_ALPHA,D3D12_BLEND_INV_SRC_ALPHA,D3D12_BLEND_OP_ADD,
D3D12_LOGIC_OP_NOOP,
D3D12_COLOR_WRITE_ENABLE_ALL,
};
for (UINT i = 0; i < D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
psoDesc.BlendState.RenderTarget[i] = rtBlendDesc;
EngineLog("PSO: VS=%p(%u), PS=%p(%u), RTV=%d, DSV=%d",
psoDesc.VS.pShaderBytecode, psoDesc.VS.BytecodeLength,
psoDesc.PS.pShaderBytecode, psoDesc.PS.BytecodeLength,
psoDesc.RTVFormats[0], psoDesc.DSVFormat);
HRESULT hr = m_device->GetD3D12Device()->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&m_pipelineState));
if (FAILED(hr)) {
EngineLog("PipelineState: FAILED with HRESULT=%08lx", (unsigned long)hr);
return false;
}
EngineLog("PipelineState: SUCCESS");
return true;
}
void D3D12PipelineState::SetName(const char* name) {
if (name && m_pipelineState) {
m_pipelineState->SetName(std::wstring(name, name + strlen(name)).c_str());
}
}
void* D3D12PipelineState::GetNativePipelineState() const {
return m_pipelineState.Get();
}
D3D12CommandList::D3D12CommandList(D3D12Device* device, ID3D12GraphicsCommandList* list)
: m_device(device), m_commandList(list) {
}
D3D12CommandList::~D3D12CommandList() {
}
void D3D12CommandList::Reset(void* allocator) {
ICommandAllocator* cmdAlloc = static_cast<ICommandAllocator*>(allocator);
D3D12CommandAllocator* d3d12Alloc = static_cast<D3D12CommandAllocator*>(cmdAlloc);
ID3D12CommandAllocator* d3dAllocator = d3d12Alloc->GetNativeAllocator();
m_commandList->Reset(d3dAllocator, nullptr);
}
void D3D12CommandList::Close() {
m_commandList->Close();
}
void D3D12CommandList::SetPipelineState(IPipelineState* pso) {
if (pso) {
D3D12PipelineState* d3dPso = static_cast<D3D12PipelineState*>(pso);
m_commandList->SetPipelineState(d3dPso->GetNative());
}
}
void D3D12CommandList::SetRootSignature(IRootSignature* signature) {
if (signature) {
D3D12RootSignature* d3dRs = static_cast<D3D12RootSignature*>(signature);
m_commandList->SetGraphicsRootSignature(d3dRs->GetNative());
}
}
void D3D12CommandList::SetPrimitiveTopology(PrimitiveTopology topology) {
D3D12_PRIMITIVE_TOPOLOGY d3dTopology;
switch (topology) {
case PrimitiveTopology::TriangleList:
d3dTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
break;
case PrimitiveTopology::TriangleStrip:
d3dTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
break;
case PrimitiveTopology::LineList:
d3dTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST;
break;
default:
d3dTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
break;
}
m_commandList->IASetPrimitiveTopology(d3dTopology);
}
void D3D12CommandList::SetVertexBuffer(uint32_t slot, IResource* buffer, uint32_t offset, uint32_t stride) {
if (buffer) {
D3D12VertexBuffer* vb = static_cast<D3D12VertexBuffer*>(buffer);
D3D12_VERTEX_BUFFER_VIEW vbView = {};
vbView.BufferLocation = vb->GetNative()->GetGPUVirtualAddress() + offset;
vbView.SizeInBytes = (UINT)vb->GetDesc().size;
vbView.StrideInBytes = stride;
m_commandList->IASetVertexBuffers(slot, 1, &vbView);
}
}
void D3D12CommandList::SetIndexBuffer(IResource* buffer, uint32_t offset) {
if (buffer) {
D3D12IndexBuffer* ib = static_cast<D3D12IndexBuffer*>(buffer);
D3D12_INDEX_BUFFER_VIEW ibView = {};
ibView.BufferLocation = ib->GetNative()->GetGPUVirtualAddress() + offset;
ibView.Format = DXGI_FORMAT_R32_UINT;
ibView.SizeInBytes = (UINT)ib->GetDesc().size;
m_commandList->IASetIndexBuffer(&ibView);
}
}
void D3D12CommandList::SetDescriptorHeap(IDescriptorHeap* heap) {
if (heap) {
D3D12DescriptorHeap* d3dHeap = static_cast<D3D12DescriptorHeap*>(heap);
ID3D12DescriptorHeap* heaps[] = { d3dHeap->GetNativeHeap() };
m_commandList->SetDescriptorHeaps(1, heaps);
}
}
void D3D12CommandList::SetGraphicsDescriptorTable(uint32_t rootParameterIndex, uint64_t baseDescriptor) {
m_commandList->SetGraphicsRootDescriptorTable(rootParameterIndex, D3D12_GPU_DESCRIPTOR_HANDLE{ baseDescriptor });
}
void D3D12CommandList::SetGraphicsRootConstantBufferView(uint32_t slot, IResource* buffer) {
if (buffer) {
D3D12Resource* d3dBuffer = static_cast<D3D12Resource*>(buffer);
m_commandList->SetGraphicsRootConstantBufferView(slot, d3dBuffer->GetNative()->GetGPUVirtualAddress());
}
}
void D3D12CommandList::SetGraphicsRootConstantBufferViewCBV(uint32_t slot, void* nativeResource) {
ID3D12Resource* resource = static_cast<ID3D12Resource*>(nativeResource);
m_commandList->SetGraphicsRootConstantBufferView(slot, resource->GetGPUVirtualAddress());
}
void D3D12CommandList::SetGraphicsRoot32BitConstants(uint32_t rootParameterIndex, uint32_t num32BitValues, const void* data, uint32_t destOffsetIn32BitValues) {
m_commandList->SetGraphicsRoot32BitConstants(rootParameterIndex, num32BitValues, data, destOffsetIn32BitValues);
}
void D3D12CommandList::SetComputeDescriptorTable(uint32_t rootParameterIndex, uint64_t baseDescriptor) {
m_commandList->SetComputeRootDescriptorTable(rootParameterIndex, D3D12_GPU_DESCRIPTOR_HANDLE{ baseDescriptor });
}
void D3D12CommandList::DrawInstanced(uint32_t vertexCountPerInstance, uint32_t instanceCount, uint32_t startVertex, uint32_t startInstance) {
m_commandList->DrawInstanced(vertexCountPerInstance, instanceCount, startVertex, startInstance);
}
void D3D12CommandList::DrawIndexedInstanced(uint32_t indexCountPerInstance, uint32_t instanceCount, uint32_t startIndex, int32_t baseVertex, uint32_t startInstance) {
m_commandList->DrawIndexedInstanced(indexCountPerInstance, instanceCount, startIndex, baseVertex, startInstance);
}
void D3D12CommandList::Dispatch(uint32_t x, uint32_t y, uint32_t z) {
m_commandList->Dispatch(x, y, z);
}
void D3D12CommandList::SetViewports(const Viewport* viewports, uint32_t count) {
D3D12_VIEWPORT d3dViewports[16] = {};
for (uint32_t i = 0; i < count && i < 16; i++) {
d3dViewports[i].TopLeftX = viewports[i].topLeftX;
d3dViewports[i].TopLeftY = viewports[i].topLeftY;
d3dViewports[i].Width = viewports[i].width;
d3dViewports[i].Height = viewports[i].height;
d3dViewports[i].MinDepth = viewports[i].minDepth;
d3dViewports[i].MaxDepth = viewports[i].maxDepth;
}
m_commandList->RSSetViewports(count, d3dViewports);
}
void D3D12CommandList::SetScissorRects(const Rect* rects, uint32_t count) {
D3D12_RECT d3dRects[16] = {};
for (uint32_t i = 0; i < count && i < 16; i++) {
d3dRects[i].left = rects[i].left;
d3dRects[i].top = rects[i].top;
d3dRects[i].right = rects[i].right;
d3dRects[i].bottom = rects[i].bottom;
}
m_commandList->RSSetScissorRects(count, d3dRects);
}
void D3D12CommandList::SetRenderTargets(void** targets, uint32_t count, void* depthStencil) {
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandles[8] = {};
for (uint32_t i = 0; i < count && i < 8; i++) {
rtvHandles[i].ptr = (UINT64)targets[i];
}
D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = {};
if (depthStencil) {
dsvHandle.ptr = (UINT64)depthStencil;
}
m_commandList->OMSetRenderTargets(count, rtvHandles, FALSE, depthStencil ? &dsvHandle : nullptr);
}
void D3D12CommandList::ClearRenderTargetView(void* target, const float color[4]) {
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = { (UINT64)target };
m_commandList->ClearRenderTargetView(rtvHandle, color, 0, nullptr);
}
void D3D12CommandList::ClearDepthStencilView(void* depth, float depthValue, uint8_t stencil) {
D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = { (UINT64)depth };
m_commandList->ClearDepthStencilView(dsvHandle, D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, depthValue, stencil, 0, nullptr);
}
void D3D12CommandList::CopyResource(IResource* dst, const IResource* src) {
D3D12Resource* d3dDst = static_cast<D3D12Resource*>(dst);
D3D12Resource* d3dSrc = static_cast<D3D12Resource*>(const_cast<IResource*>(src));
m_commandList->CopyResource(d3dDst->GetNative(), d3dSrc->GetNative());
}
void D3D12CommandList::CopyBuffer(IResource* dst, uint64_t dstOffset, const IResource* src, uint64_t srcOffset, uint64_t size) {
D3D12Resource* d3dDst = static_cast<D3D12Resource*>(dst);
D3D12Resource* d3dSrc = static_cast<D3D12Resource*>(const_cast<IResource*>(src));
m_commandList->CopyBufferRegion(d3dDst->GetNative(), dstOffset, d3dSrc->GetNative(), srcOffset, size);
}
void D3D12CommandList::ResourceBarrier(IResource* resource, ResourceStateFlag before, ResourceStateFlag after) {
D3D12Resource* d3dResource = static_cast<D3D12Resource*>(resource);
D3D12_RESOURCE_STATES beforeState = D3D12_RESOURCE_STATE_COMMON;
D3D12_RESOURCE_STATES afterState = D3D12_RESOURCE_STATE_COMMON;
if (static_cast<uint32_t>(before) & static_cast<uint32_t>(ResourceStateFlag::RenderTarget)) beforeState = D3D12_RESOURCE_STATE_RENDER_TARGET;
else if (static_cast<uint32_t>(before) & static_cast<uint32_t>(ResourceStateFlag::DepthWrite)) beforeState = D3D12_RESOURCE_STATE_DEPTH_WRITE;
else if (static_cast<uint32_t>(before) & static_cast<uint32_t>(ResourceStateFlag::DepthRead)) beforeState = D3D12_RESOURCE_STATE_DEPTH_READ;
else if (static_cast<uint32_t>(before) & static_cast<uint32_t>(ResourceStateFlag::ShaderResource)) beforeState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
else if (static_cast<uint32_t>(before) & static_cast<uint32_t>(ResourceStateFlag::CopyDest)) beforeState = D3D12_RESOURCE_STATE_COPY_DEST;
else if (static_cast<uint32_t>(before) & static_cast<uint32_t>(ResourceStateFlag::CopySource)) beforeState = D3D12_RESOURCE_STATE_COPY_SOURCE;
else if (static_cast<uint32_t>(before) & static_cast<uint32_t>(ResourceStateFlag::Present)) beforeState = D3D12_RESOURCE_STATE_PRESENT;
if (static_cast<uint32_t>(after) & static_cast<uint32_t>(ResourceStateFlag::RenderTarget)) afterState = D3D12_RESOURCE_STATE_RENDER_TARGET;
else if (static_cast<uint32_t>(after) & static_cast<uint32_t>(ResourceStateFlag::DepthWrite)) afterState = D3D12_RESOURCE_STATE_DEPTH_WRITE;
else if (static_cast<uint32_t>(after) & static_cast<uint32_t>(ResourceStateFlag::DepthRead)) afterState = D3D12_RESOURCE_STATE_DEPTH_READ;
else if (static_cast<uint32_t>(after) & static_cast<uint32_t>(ResourceStateFlag::ShaderResource)) afterState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
else if (static_cast<uint32_t>(after) & static_cast<uint32_t>(ResourceStateFlag::CopyDest)) afterState = D3D12_RESOURCE_STATE_COPY_DEST;
else if (static_cast<uint32_t>(after) & static_cast<uint32_t>(ResourceStateFlag::CopySource)) afterState = D3D12_RESOURCE_STATE_COPY_SOURCE;
else if (static_cast<uint32_t>(after) & static_cast<uint32_t>(ResourceStateFlag::Present)) afterState = D3D12_RESOURCE_STATE_PRESENT;
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = d3dResource->GetNative();
barrier.Transition.StateBefore = beforeState;
barrier.Transition.StateAfter = afterState;
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
m_commandList->ResourceBarrier(1, &barrier);
}
void* D3D12CommandList::GetNativeCommandList() const {
return m_commandList.Get();
}
D3D12Resource::D3D12Resource(D3D12Device* device, ID3D12Resource* resource)
: m_device(device), m_resource(resource) {
}
D3D12Resource::~D3D12Resource() {
m_resource.Reset();
}
} // namespace RHI
} // namespace XCEngine

View File

@@ -1,243 +0,0 @@
#pragma once
#include <RHI\IRHIDevice.h>
#include <RHI\IRHIResources.h>
#include <d3d12.h>
#include <dxgi1_4.h>
#include <wrl\client.h>
#include <windows.h>
namespace XCEngine {
namespace RHI {
class D3D12Device;
class D3D12CommandQueue : public ICommandQueue {
public:
D3D12CommandQueue(D3D12Device* device, ID3D12CommandQueue* queue);
~D3D12CommandQueue() override;
void ExecuteCommandLists(void** lists, uint32_t count) override;
void Signal(void* fence, uint64_t value) override;
void Wait(void* fence, uint64_t value) override;
uint64_t GetTimestampFrequency() const override;
ID3D12CommandQueue* GetNativeQueue() const { return m_commandQueue.Get(); }
private:
D3D12Device* m_device = nullptr;
Microsoft::WRL::ComPtr<ID3D12CommandQueue> m_commandQueue;
};
class D3D12CommandAllocator : public ICommandAllocator {
public:
D3D12CommandAllocator(D3D12Device* device, ID3D12CommandAllocator* allocator);
~D3D12CommandAllocator() override;
void Reset() override;
ID3D12CommandAllocator* GetNativeAllocator() const { return m_commandAllocator.Get(); }
private:
D3D12Device* m_device = nullptr;
Microsoft::WRL::ComPtr<ID3D12CommandAllocator> m_commandAllocator;
};
class D3D12Fence : public IFence {
public:
D3D12Fence(D3D12Device* device, ID3D12Fence* fence);
~D3D12Fence() override;
uint64_t GetCompletedValue() const override;
void Signal(uint64_t value) override;
void Wait(uint64_t value) override;
void Wait(uint64_t value, uint64_t timeoutMs) override;
ID3D12Fence* GetNativeFence() const { return m_fence.Get(); }
private:
D3D12Device* m_device = nullptr;
Microsoft::WRL::ComPtr<ID3D12Fence> m_fence;
HANDLE m_fenceEvent = nullptr;
};
class D3D12DescriptorHeap : public IDescriptorHeap {
public:
D3D12DescriptorHeap(D3D12Device* device, ID3D12DescriptorHeap* heap, DescriptorHeapType type);
~D3D12DescriptorHeap() override;
DescriptorHeapType GetType() const override { return m_type; }
uint32_t GetDescriptorCount() const override { return m_descriptorCount; }
void* GetCPUDescriptorHandle(uint32_t index) const override;
uint64_t GetGPUDescriptorHandle(uint32_t index) const override;
void SetName(const char* name) override;
ID3D12DescriptorHeap* GetNativeHeap() const { return m_descriptorHeap.Get(); }
uint32_t GetDescriptorSize() const { return m_descriptorSize; }
private:
D3D12Device* m_device = nullptr;
Microsoft::WRL::ComPtr<ID3D12DescriptorHeap> m_descriptorHeap;
DescriptorHeapType m_type;
uint32_t m_descriptorCount = 0;
uint32_t m_descriptorSize = 0;
};
class D3D12SwapChain : public ISwapChain {
public:
D3D12SwapChain(D3D12Device* device);
~D3D12SwapChain() override;
bool Initialize(const SwapChainDesc& desc, void* windowHandle) override;
void Shutdown() override;
bool Present() override;
bool Resize(uint32_t width, uint32_t height) override;
uint32_t GetCurrentBufferIndex() const override;
void* GetBuffer(uint32_t index) override;
void* GetCurrentRenderTarget() override;
void* GetDepthStencil() override;
void SetFullscreen(bool fullscreen) override;
bool IsFullscreen() const override;
IDXGISwapChain3* GetNativeSwapChain() const { return m_swapChain.Get(); }
ID3D12Resource* GetBufferResource(uint32_t index) const { return m_buffers[index].Get(); }
D3D12DescriptorHeap* GetRTVHeap() const { return m_rtvHeap; }
private:
D3D12Device* m_device = nullptr;
Microsoft::WRL::ComPtr<IDXGISwapChain3> m_swapChain;
Microsoft::WRL::ComPtr<ID3D12Resource> m_buffers[16];
D3D12DescriptorHeap* m_rtvHeap = nullptr;
uint32_t m_bufferCount = 0;
bool m_vsync = false;
bool m_fullscreen = false;
};
class D3D12RootSignature : public IRootSignature {
public:
D3D12RootSignature(D3D12Device* device);
~D3D12RootSignature() override;
bool Initialize(const RootSignatureDesc& desc) override;
void SetName(const char* name) override;
void* GetNativeRootSignature() const override;
ID3D12RootSignature* GetNative() const { return m_rootSignature.Get(); }
private:
D3D12Device* m_device = nullptr;
Microsoft::WRL::ComPtr<ID3D12RootSignature> m_rootSignature;
};
class D3D12PipelineState : public IPipelineState {
public:
D3D12PipelineState(D3D12Device* device);
~D3D12PipelineState() override;
bool Initialize(const PipelineDesc& desc);
void SetName(const char* name) override;
void* GetNativePipelineState() const override;
ID3D12PipelineState* GetNative() const { return m_pipelineState.Get(); }
private:
D3D12Device* m_device = nullptr;
Microsoft::WRL::ComPtr<ID3D12PipelineState> m_pipelineState;
};
class D3D12CommandList : public ICommandList {
public:
D3D12CommandList(D3D12Device* device, ID3D12GraphicsCommandList* list);
~D3D12CommandList() override;
void Reset(void* allocator) override;
void Close() override;
void SetPipelineState(IPipelineState* pso) override;
void SetRootSignature(IRootSignature* signature) override;
void SetPrimitiveTopology(PrimitiveTopology topology) override;
void SetVertexBuffer(uint32_t slot, IResource* buffer, uint32_t offset, uint32_t stride) override;
void SetIndexBuffer(IResource* buffer, uint32_t offset) override;
void SetDescriptorHeap(IDescriptorHeap* heap) override;
void SetGraphicsDescriptorTable(uint32_t rootParameterIndex, uint64_t baseDescriptor) override;
void SetGraphicsRootConstantBufferView(uint32_t slot, IResource* buffer) override;
void SetGraphicsRootConstantBufferViewCBV(uint32_t slot, void* nativeResource) override;
void SetGraphicsRoot32BitConstants(uint32_t rootParameterIndex, uint32_t num32BitValues, const void* data, uint32_t destOffsetIn32BitValues) override;
void SetComputeDescriptorTable(uint32_t rootParameterIndex, uint64_t baseDescriptor) override;
void DrawInstanced(uint32_t vertexCountPerInstance, uint32_t instanceCount, uint32_t startVertex, uint32_t startInstance) override;
void DrawIndexedInstanced(uint32_t indexCountPerInstance, uint32_t instanceCount, uint32_t startIndex, int32_t baseVertex, uint32_t startInstance) override;
void Dispatch(uint32_t x, uint32_t y, uint32_t z) override;
void SetViewports(const Viewport* viewports, uint32_t count) override;
void SetScissorRects(const Rect* rects, uint32_t count) override;
void SetRenderTargets(void** targets, uint32_t count, void* depthStencil) override;
void ClearRenderTargetView(void* target, const float color[4]) override;
void ClearDepthStencilView(void* depth, float depthValue, uint8_t stencil) override;
void CopyResource(IResource* dst, const IResource* src) override;
void CopyBuffer(IResource* dst, uint64_t dstOffset, const IResource* src, uint64_t srcOffset, uint64_t size) override;
void ResourceBarrier(IResource* resource, ResourceStateFlag before, ResourceStateFlag after) override;
void* GetNativeCommandList() const override;
ID3D12GraphicsCommandList* GetNative() const { return m_commandList.Get(); }
D3D12Device* GetDevice() const { return m_device; }
private:
D3D12Device* m_device = nullptr;
Microsoft::WRL::ComPtr<ID3D12GraphicsCommandList> m_commandList;
};
class D3D12Resource : public IResource {
public:
D3D12Resource(D3D12Device* device, ID3D12Resource* resource);
~D3D12Resource() override;
void* GetNativeResource() const override { return m_resource.Get(); }
ID3D12Resource* GetNative() const { return m_resource.Get(); }
private:
D3D12Device* m_device = nullptr;
Microsoft::WRL::ComPtr<ID3D12Resource> m_resource;
};
class D3D12Device : public IRHIDevice {
public:
D3D12Device();
~D3D12Device() override;
GraphicsAPI GetAPI() const override { return GraphicsAPI::Direct3D12; }
const char* GetAPIName() const override { return "Direct3D 12"; }
bool Initialize(void* windowHandle, uint32_t width, uint32_t height) override;
void Shutdown() override;
bool CreateCommandQueue(ICommandQueue** queue, const CommandQueueDesc& desc) override;
bool CreateCommandAllocator(ICommandAllocator** allocator) override;
bool CreateCommandList(ICommandList** list, ICommandAllocator* allocator) override;
bool CreateFence(IFence** fence) override;
bool CreateDescriptorHeap(IDescriptorHeap** heap, const DescriptorHeapDesc& desc) override;
bool CreateRootSignature(IRootSignature** signature, const RootSignatureDesc& desc) override;
bool CreatePipelineState(IPipelineState** pso, const PipelineDesc& desc) override;
bool CreateSwapChain(ISwapChain** swapChain, const SwapChainDesc& desc, void* windowHandle) override;
ICommandQueue* GetCommandQueue() override { return m_commandQueue; }
ISwapChain* GetSwapChain() { return m_swapChain; }
void* GetNativeDevice() const override { return m_device.Get(); }
void* GetNativeAdapter() const override { return m_adapter.Get(); }
ID3D12Device* GetD3D12Device() const { return m_device.Get(); }
IDXGIFactory4* GetDXGIFactory() const { return m_dxgiFactory.Get(); }
private:
bool CreateDXGIDevice(void* windowHandle);
Microsoft::WRL::ComPtr<ID3D12Device> m_device;
Microsoft::WRL::ComPtr<IDXGIAdapter1> m_adapter;
Microsoft::WRL::ComPtr<IDXGIFactory4> m_dxgiFactory;
D3D12CommandQueue* m_commandQueue = nullptr;
D3D12SwapChain* m_swapChain = nullptr;
};
} // namespace RHI
} // namespace XCEngine

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@@ -1,194 +0,0 @@
#include <Rendering\RenderContext.h>
#include <RHI\D3D12\D3D12RHI.h>
#include <RHI\D3D12\D3D12Resources.h>
void EngineLog(const char* msg, ...);
namespace XCEngine {
namespace RHI {
RenderContext::RenderContext(D3D12Device* device) : m_device(device) {
}
RenderContext::~RenderContext() {
Shutdown();
}
bool RenderContext::Initialize(uint32_t width, uint32_t height) {
m_width = width;
m_height = height;
if (!m_device->CreateCommandAllocator(&m_commandAllocator)) {
return false;
}
if (!m_device->CreateCommandList(&m_commandList, m_commandAllocator)) {
return false;
}
if (!m_device->CreateFence(&m_fence)) {
return false;
}
m_swapChain = m_device->GetSwapChain();
if (!m_swapChain) {
return false;
}
DescriptorHeapDesc dsvHeapDesc = {};
dsvHeapDesc.type = DescriptorHeapType::DSV;
dsvHeapDesc.count = 1;
dsvHeapDesc.shaderVisible = false;
if (!m_device->CreateDescriptorHeap((IDescriptorHeap**)&m_dsvHeap, dsvHeapDesc)) {
return false;
}
if (!CreateDepthStencil(m_device, width, height, Format::D24_UNorm_S8_UInt, &m_depthStencil)) {
return false;
}
m_depthStencil->SetDSVHeap(m_dsvHeap);
return true;
}
void RenderContext::Shutdown() {
if (m_fence) {
m_fence->Wait(m_fenceValue);
}
if (m_commandList) delete m_commandList;
if (m_commandAllocator) delete m_commandAllocator;
if (m_fence) delete m_fence;
if (m_swapChain) delete m_swapChain;
if (m_currentRenderTarget) delete m_currentRenderTarget;
if (m_depthStencil) delete m_depthStencil;
}
void RenderContext::BeginFrame() {
EngineLog("BeginFrame: start");
m_fence->Wait(m_fenceValue);
m_commandAllocator->Reset();
m_commandList->Reset(m_commandAllocator);
uint32_t bufferIndex = m_swapChain->GetCurrentBufferIndex();
EngineLog("BeginFrame: bufferIndex=%u", bufferIndex);
D3D12CommandList* cmdList = (D3D12CommandList*)m_commandList;
ID3D12GraphicsCommandList* d3dCmdList = cmdList->GetNative();
m_depthStencil->CreateDSV();
ID3D12Resource* buffer = (ID3D12Resource*)m_swapChain->GetBuffer(bufferIndex);
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Transition.pResource = buffer;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
d3dCmdList->ResourceBarrier(1, &barrier);
EngineLog("BeginFrame: after ResourceBarrier");
void* currentRT = m_swapChain->GetCurrentRenderTarget();
void* currentDS = m_depthStencil->GetDSV();
EngineLog("BeginFrame: RTV=%llu, DSV=%llu", (UINT64)currentRT, (UINT64)currentDS);
void* targets[] = { currentRT };
m_commandList->SetRenderTargets(targets, 1, currentDS);
EngineLog("BeginFrame: after SetRenderTargets");
float clearColor[4] = { 1.0f, 0.0f, 0.0f, 1.0f };
m_commandList->ClearRenderTargetView(currentRT, clearColor);
EngineLog("BeginFrame: after ClearRenderTargetView");
m_commandList->ClearDepthStencilView(currentDS, 1.0f, 0);
EngineLog("BeginFrame: after ClearDepthStencilView");
EngineLog("BeginFrame: done");
}
void RenderContext::EndFrame() {
D3D12CommandList* cmdList = (D3D12CommandList*)m_commandList;
ID3D12GraphicsCommandList* d3dCmdList = cmdList->GetNative();
uint32_t bufferIndex = m_swapChain->GetCurrentBufferIndex();
ID3D12Resource* buffer = (ID3D12Resource*)m_swapChain->GetBuffer(bufferIndex);
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Transition.pResource = buffer;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
d3dCmdList->ResourceBarrier(1, &barrier);
m_commandList->Close();
EngineLog("EndFrame: after Close");
ICommandQueue* queue = m_device->GetCommandQueue();
void* cmdListPtr = m_commandList->GetNativeCommandList();
queue->ExecuteCommandLists(&cmdListPtr, 1);
EngineLog("EndFrame: after Execute");
EngineLog("EndFrame: before Signal");
m_fenceValue++;
D3D12Fence* d3d12Fence = static_cast<D3D12Fence*>(m_fence);
queue->Signal(d3d12Fence->GetNativeFence(), m_fenceValue);
EngineLog("EndFrame: after Signal");
}
void RenderContext::SetViewport(float width, float height) {
EngineLog("SetViewport: start");
Viewport viewport = {};
viewport.topLeftX = 0;
viewport.topLeftY = 0;
viewport.width = width;
viewport.height = height;
viewport.minDepth = 0.0f;
viewport.maxDepth = 1.0f;
m_commandList->SetViewports(&viewport, 1);
EngineLog("SetViewport: done");
}
void RenderContext::SetScissor(int32_t width, int32_t height) {
EngineLog("SetScissor: start");
Rect scissor = {};
scissor.left = 0;
scissor.top = 0;
scissor.right = width;
scissor.bottom = height;
m_commandList->SetScissorRects(&scissor, 1);
EngineLog("SetScissor: done");
}
void RenderContext::ClearRenderTarget(const float color[4]) {
EngineLog("ClearRT: start");
void* rtv = m_swapChain->GetCurrentRenderTarget();
void* ds = m_depthStencil->GetDSV();
void* targets[] = { rtv };
m_commandList->SetRenderTargets(targets, 1, ds);
EngineLog("ClearRT: rtv=%p", rtv);
m_commandList->ClearRenderTargetView(rtv, color);
EngineLog("ClearRT: done");
}
void RenderContext::ClearDepthStencil() {
//EngineLog("ClearDS: start");
//EngineLog("ClearDS: m_depthStencil=%p", m_depthStencil);
//m_depthStencil->CreateDSV();
//EngineLog("ClearDS: after CreateDSV");
//void* dsv = m_depthStencil->GetDSV();
//EngineLog("ClearDS: dsv=%p", dsv);
//m_commandList->ClearDepthStencilView(dsv, 1.0f, 0);
//EngineLog("ClearDS: done");
}
void RenderContext::Present() {
m_swapChain->Present();
}
} // namespace RHI
} // namespace XCEngine

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#include "D3D12Resources.h"
#include "Rendering\RenderTarget.h"
void EngineLog(const char* msg, ...);
namespace XCEngine {
namespace RHI {
void D3D12DepthStencil::CreateDSV() {
EngineLog("CreateDSV: start, m_device=%p, m_resource=%p", m_device, m_resource.Get());
if (m_dsvHandle.ptr != 0) {
EngineLog("CreateDSV: already created");
return;
}
if (!m_dsvHeap) {
EngineLog("CreateDSV: ERROR - no DSV heap!");
return;
}
EngineLog("CreateDSV: calling CreateDepthStencilView");
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = {};
dsvDesc.Format = FormatToDXGIFormat(m_desc.format);
EngineLog("CreateDSV: format=%d", dsvDesc.Format);
dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
D3D12_CPU_DESCRIPTOR_HANDLE heapStart = m_dsvHeap->GetNativeHeap()->GetCPUDescriptorHandleForHeapStart();
m_dsvHandle = heapStart;
m_device->GetD3D12Device()->CreateDepthStencilView(m_resource.Get(), &dsvDesc, m_dsvHandle);
EngineLog("CreateDSV: done, handle=%llu", (UINT64)m_dsvHandle.ptr);
}
void D3D12RenderTarget::CreateRTV() {
EngineLog("CreateRTV: start, m_device=%p", m_device);
if (m_rtvHandle.ptr != 0) return;
ID3D12Device* d3dDevice = m_device->GetD3D12Device();
EngineLog("CreateRTV: d3dDevice=%p, m_resource=%p", d3dDevice, m_resource.Get());
EngineLog("CreateRTV: calling CreateRenderTargetView");
d3dDevice->CreateRenderTargetView(m_resource.Get(), nullptr, m_rtvHandle);
EngineLog("CreateRTV: done");
}
bool CreateDepthStencil(D3D12Device* device, uint32_t width, uint32_t height, Format format, IDepthStencil** outDepthStencil) {
D3D12_HEAP_PROPERTIES heapProps = {};
heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
D3D12_RESOURCE_DESC resourceDesc = {};
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
resourceDesc.Width = width;
resourceDesc.Height = height;
resourceDesc.DepthOrArraySize = 1;
resourceDesc.MipLevels = 1;
resourceDesc.Format = FormatToDXGIFormat(format);
resourceDesc.SampleDesc.Count = 1;
resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
D3D12_CLEAR_VALUE clearValue = {};
clearValue.Format = FormatToDXGIFormat(format);
clearValue.DepthStencil.Depth = 1.0f;
clearValue.DepthStencil.Stencil = 0;
ID3D12Resource* resource = nullptr;
HRESULT hr = device->GetD3D12Device()->CreateCommittedResource(
&heapProps, D3D12_HEAP_FLAG_NONE, &resourceDesc,
D3D12_RESOURCE_STATE_DEPTH_WRITE, &clearValue, IID_PPV_ARGS(&resource));
if (FAILED(hr)) return false;
TextureDesc desc = {};
desc.width = width;
desc.height = height;
desc.format = format;
desc.depthStencil = true;
*outDepthStencil = new D3D12DepthStencil(device, resource, desc);
return true;
}
bool CreateRenderTargetFromSwapChain(D3D12Device* device, D3D12SwapChain* swapChain, uint32_t bufferIndex, IRenderTarget** outRenderTarget) {
ID3D12Resource* resource = swapChain->GetBufferResource(bufferIndex);
TextureDesc desc = {};
desc.width = 0;
desc.height = 0;
desc.format = Format::R8G8B8A8_UNorm;
desc.renderTarget = true;
*outRenderTarget = new D3D12RenderTarget(device, resource, desc);
return true;
}
} // namespace RHI
} // namespace XCEngine

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#include "D3D12Resources.h"
namespace XCEngine {
namespace RHI {
D3D12Buffer::D3D12Buffer(D3D12Device* device, ID3D12Resource* resource, const BufferDesc& desc)
: m_device(device), m_resource(resource), m_desc(desc) {
}
D3D12Buffer::~D3D12Buffer() {
m_resource.Reset();
}
void* D3D12Buffer::Map() {
void* data = nullptr;
D3D12_RANGE range = { 0, (SIZE_T)m_desc.size };
m_resource->Map(0, &range, &data);
return data;
}
void D3D12Buffer::Unmap() {
m_resource->Unmap(0, nullptr);
}
D3D12VertexBuffer::D3D12VertexBuffer(D3D12Buffer* buffer) : m_buffer(buffer) {
}
D3D12VertexBuffer::~D3D12VertexBuffer() {
delete m_buffer;
}
D3D12IndexBuffer::D3D12IndexBuffer(D3D12Buffer* buffer) : m_buffer(buffer) {
}
D3D12IndexBuffer::~D3D12IndexBuffer() {
delete m_buffer;
}
D3D12ConstantBuffer::D3D12ConstantBuffer(D3D12Buffer* buffer) : m_buffer(buffer) {
}
D3D12ConstantBuffer::~D3D12ConstantBuffer() {
delete m_buffer;
}
D3D12Texture2D::D3D12Texture2D(D3D12Device* device, ID3D12Resource* resource, const TextureDesc& desc)
: m_device(device), m_resource(resource), m_desc(desc) {
}
D3D12Texture2D::~D3D12Texture2D() {
m_resource.Reset();
}
void D3D12Texture2D::CreateSRV() {
if (m_hasSRV) return;
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Format = FormatToDXGIFormat(m_desc.format);
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = m_desc.mipLevels;
m_device->GetD3D12Device()->CreateShaderResourceView(m_resource.Get(), &srvDesc, m_srvHandle);
m_hasSRV = true;
}
void* D3D12Texture2D::GetSRV() {
return (void*)m_srvHandle.ptr;
}
void D3D12Texture2D::CreateRTV() {
if (m_hasRTV) return;
D3D12_RENDER_TARGET_VIEW_DESC rtvDesc = {};
rtvDesc.Format = FormatToDXGIFormat(m_desc.format);
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
m_device->GetD3D12Device()->CreateRenderTargetView(m_resource.Get(), &rtvDesc, m_rtvHandle);
m_hasRTV = true;
}
void* D3D12Texture2D::GetRTV() {
return (void*)m_rtvHandle.ptr;
}
void D3D12Texture2D::CreateDSV() {
if (m_hasDSV) return;
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = {};
dsvDesc.Format = FormatToDXGIFormat(m_desc.format);
dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
m_device->GetD3D12Device()->CreateDepthStencilView(m_resource.Get(), &dsvDesc, m_dsvHandle);
m_hasDSV = true;
}
void* D3D12Texture2D::GetDSV() {
return (void*)m_dsvHandle.ptr;
}
bool CreateVertexBuffer(D3D12Device* device, ICommandList* commandList,
const void* data, uint64_t size, uint32_t stride, IVertexBuffer** outBuffer) {
D3D12_HEAP_PROPERTIES heapProps = {};
heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
D3D12_RESOURCE_DESC resourceDesc = {};
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resourceDesc.Width = size;
resourceDesc.Height = 1;
resourceDesc.DepthOrArraySize = 1;
resourceDesc.MipLevels = 1;
resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
resourceDesc.SampleDesc.Count = 1;
resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
ID3D12Resource* bufferResource = nullptr;
HRESULT hr = device->GetD3D12Device()->CreateCommittedResource(
&heapProps, D3D12_HEAP_FLAG_NONE, &resourceDesc,
D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&bufferResource));
if (FAILED(hr)) return false;
D3D12_RESOURCE_DESC bufferDesc = bufferResource->GetDesc();
UINT64 memorySize = 0;
UINT64 rowSize = 0;
UINT rowCount = 0;
D3D12_PLACED_SUBRESOURCE_FOOTPRINT footprint;
device->GetD3D12Device()->GetCopyableFootprints(&bufferDesc, 0, 1, 0, &footprint, &rowCount, &rowSize, &memorySize);
D3D12_HEAP_PROPERTIES uploadHeapProps = {};
uploadHeapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
ID3D12Resource* uploadResource = nullptr;
hr = device->GetD3D12Device()->CreateCommittedResource(
&uploadHeapProps, D3D12_HEAP_FLAG_NONE, &resourceDesc,
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadResource));
if (FAILED(hr)) {
bufferResource->Release();
return false;
}
UINT8* uploadData = nullptr;
uploadResource->Map(0, nullptr, (void**)&uploadData);
UINT8* dst = uploadData + footprint.Offset;
const UINT8* src = (const UINT8*)data;
for (UINT i = 0; i < rowCount; i++) {
memcpy(dst + footprint.Footprint.RowPitch * i, src + rowSize * i, (SIZE_T)rowSize);
}
uploadResource->Unmap(0, nullptr);
D3D12CommandList* d3dCmdList = static_cast<D3D12CommandList*>(commandList);
d3dCmdList->GetNative()->CopyBufferRegion(bufferResource, 0, uploadResource, 0, size);
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Transition.pResource = bufferResource;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
d3dCmdList->GetNative()->ResourceBarrier(1, &barrier);
uploadResource->Release();
BufferDesc bufferDesc2 = {};
bufferDesc2.size = size;
bufferDesc2.stride = stride;
D3D12Buffer* buffer = new D3D12Buffer(device, bufferResource, bufferDesc2);
*outBuffer = new D3D12VertexBuffer(buffer);
return true;
}
bool CreateIndexBuffer(D3D12Device* device, ICommandList* commandList,
const void* data, uint64_t size, IIndexBuffer** outBuffer) {
D3D12_HEAP_PROPERTIES heapProps = {};
heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
D3D12_RESOURCE_DESC resourceDesc = {};
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resourceDesc.Width = size;
resourceDesc.Height = 1;
resourceDesc.DepthOrArraySize = 1;
resourceDesc.MipLevels = 1;
resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
resourceDesc.SampleDesc.Count = 1;
resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
ID3D12Resource* bufferResource = nullptr;
HRESULT hr = device->GetD3D12Device()->CreateCommittedResource(
&heapProps, D3D12_HEAP_FLAG_NONE, &resourceDesc,
D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&bufferResource));
if (FAILED(hr)) return false;
D3D12_RESOURCE_DESC bufferDesc = bufferResource->GetDesc();
UINT64 memorySize = 0;
UINT64 rowSize = 0;
UINT rowCount = 0;
D3D12_PLACED_SUBRESOURCE_FOOTPRINT footprint;
device->GetD3D12Device()->GetCopyableFootprints(&bufferDesc, 0, 1, 0, &footprint, &rowCount, &rowSize, &memorySize);
D3D12_HEAP_PROPERTIES uploadHeapProps = {};
uploadHeapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
ID3D12Resource* uploadResource = nullptr;
hr = device->GetD3D12Device()->CreateCommittedResource(
&uploadHeapProps, D3D12_HEAP_FLAG_NONE, &resourceDesc,
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadResource));
if (FAILED(hr)) {
bufferResource->Release();
return false;
}
UINT8* uploadData = nullptr;
uploadResource->Map(0, nullptr, (void**)&uploadData);
memcpy(uploadData + footprint.Offset, data, (SIZE_T)size);
uploadResource->Unmap(0, nullptr);
D3D12CommandList* d3dCmdList = static_cast<D3D12CommandList*>(commandList);
d3dCmdList->GetNative()->CopyBufferRegion(bufferResource, 0, uploadResource, 0, size);
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Transition.pResource = bufferResource;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_INDEX_BUFFER;
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
d3dCmdList->GetNative()->ResourceBarrier(1, &barrier);
uploadResource->Release();
BufferDesc bufferDesc2 = {};
bufferDesc2.size = size;
bufferDesc2.stride = 4;
D3D12Buffer* buffer = new D3D12Buffer(device, bufferResource, bufferDesc2);
*outBuffer = new D3D12IndexBuffer(buffer);
return true;
}
bool CreateConstantBuffer(D3D12Device* device, uint64_t size, IConstantBuffer** outBuffer) {
D3D12_HEAP_PROPERTIES heapProps = {};
heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
D3D12_RESOURCE_DESC resourceDesc = {};
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resourceDesc.Width = size;
resourceDesc.Height = 1;
resourceDesc.DepthOrArraySize = 1;
resourceDesc.MipLevels = 1;
resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
resourceDesc.SampleDesc.Count = 1;
resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
ID3D12Resource* bufferResource = nullptr;
HRESULT hr = device->GetD3D12Device()->CreateCommittedResource(
&heapProps, D3D12_HEAP_FLAG_NONE, &resourceDesc,
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&bufferResource));
if (FAILED(hr)) return false;
BufferDesc bufferDesc = {};
bufferDesc.size = size;
bufferDesc.stride = (uint32_t)size;
bufferDesc.cpuAccessible = true;
D3D12Buffer* buffer = new D3D12Buffer(device, bufferResource, bufferDesc);
*outBuffer = new D3D12ConstantBuffer(buffer);
return true;
}
bool CreateTexture2D(D3D12Device* device, ICommandList* commandList,
const void* pixels, uint32_t width, uint32_t height, Format format, ITexture2D** outTexture) {
D3D12_HEAP_PROPERTIES heapProps = {};
heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
D3D12_RESOURCE_DESC resourceDesc = {};
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
resourceDesc.Width = width;
resourceDesc.Height = height;
resourceDesc.DepthOrArraySize = 1;
resourceDesc.MipLevels = 1;
resourceDesc.Format = FormatToDXGIFormat(format);
resourceDesc.SampleDesc.Count = 1;
resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
ID3D12Resource* textureResource = nullptr;
HRESULT hr = device->GetD3D12Device()->CreateCommittedResource(
&heapProps, D3D12_HEAP_FLAG_NONE, &resourceDesc,
D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&textureResource));
if (FAILED(hr)) return false;
D3D12_RESOURCE_DESC texDesc = textureResource->GetDesc();
UINT64 memorySize = 0;
UINT64 rowSize = 0;
UINT rowCount = 0;
D3D12_PLACED_SUBRESOURCE_FOOTPRINT footprint;
device->GetD3D12Device()->GetCopyableFootprints(&texDesc, 0, 1, 0, &footprint, &rowCount, &rowSize, &memorySize);
D3D12_HEAP_PROPERTIES uploadHeapProps = {};
uploadHeapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
D3D12_RESOURCE_DESC uploadDesc = {};
uploadDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
uploadDesc.Width = memorySize;
uploadDesc.Height = 1;
uploadDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
ID3D12Resource* uploadResource = nullptr;
hr = device->GetD3D12Device()->CreateCommittedResource(
&uploadHeapProps, D3D12_HEAP_FLAG_NONE, &uploadDesc,
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadResource));
if (FAILED(hr)) {
textureResource->Release();
return false;
}
UINT8* uploadData = nullptr;
uploadResource->Map(0, nullptr, (void**)&uploadData);
UINT8* dst = uploadData + footprint.Offset;
const UINT8* src = (const UINT8*)pixels;
for (UINT i = 0; i < rowCount; i++) {
memcpy(dst + footprint.Footprint.RowPitch * i, src + rowSize * i, (SIZE_T)rowSize);
}
uploadResource->Unmap(0, nullptr);
D3D12CommandList* d3dCmdList = static_cast<D3D12CommandList*>(commandList);
D3D12_TEXTURE_COPY_LOCATION dstLoc = {};
dstLoc.pResource = textureResource;
dstLoc.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dstLoc.SubresourceIndex = 0;
D3D12_TEXTURE_COPY_LOCATION srcLoc = {};
srcLoc.pResource = uploadResource;
srcLoc.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
srcLoc.PlacedFootprint = footprint;
d3dCmdList->GetNative()->CopyTextureRegion(&dstLoc, 0, 0, 0, &srcLoc, nullptr);
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Transition.pResource = textureResource;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
d3dCmdList->GetNative()->ResourceBarrier(1, &barrier);
uploadResource->Release();
TextureDesc texDesc2 = {};
texDesc2.width = width;
texDesc2.height = height;
texDesc2.format = format;
D3D12Texture2D* texture = new D3D12Texture2D(device, textureResource, texDesc2);
*outTexture = texture;
return true;
}
void UpdateConstantBuffer(IConstantBuffer* buffer, const void* data, uint64_t size) {
D3D12ConstantBuffer* d3dBuffer = static_cast<D3D12ConstantBuffer*>(buffer);
void* mapped = d3dBuffer->Map();
if (mapped) {
memcpy(mapped, data, (SIZE_T)size);
d3dBuffer->Unmap();
}
}
} // namespace RHI
} // namespace XCEngine

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@@ -1,173 +0,0 @@
#pragma once
#include <Rendering\Resources.h>
#include <Rendering\RenderTarget.h>
#include <RHI\D3D12\D3D12RHI.h>
namespace XCEngine {
namespace RHI {
class D3D12Buffer : public IBuffer {
public:
D3D12Buffer(D3D12Device* device, ID3D12Resource* resource, const BufferDesc& desc);
~D3D12Buffer() override;
const BufferDesc& GetDesc() const override { return m_desc; }
void* Map() override;
void Unmap() override;
void* GetNativeResource() const override { return m_resource.Get(); }
ID3D12Resource* GetNative() const { return m_resource.Get(); }
private:
D3D12Device* m_device = nullptr;
Microsoft::WRL::ComPtr<ID3D12Resource> m_resource;
BufferDesc m_desc;
};
class D3D12VertexBuffer : public IVertexBuffer {
public:
D3D12VertexBuffer(D3D12Buffer* buffer);
~D3D12VertexBuffer() override;
const BufferDesc& GetDesc() const override { return m_buffer->GetDesc(); }
void* Map() override { return m_buffer->Map(); }
void Unmap() override { m_buffer->Unmap(); }
void* GetNativeResource() const override { return m_buffer->GetNativeResource(); }
ID3D12Resource* GetNative() const { return m_buffer->GetNative(); }
private:
D3D12Buffer* m_buffer = nullptr;
};
class D3D12IndexBuffer : public IIndexBuffer {
public:
D3D12IndexBuffer(D3D12Buffer* buffer);
~D3D12IndexBuffer() override;
const BufferDesc& GetDesc() const override { return m_buffer->GetDesc(); }
void* Map() override { return m_buffer->Map(); }
void Unmap() override { m_buffer->Unmap(); }
void* GetNativeResource() const override { return m_buffer->GetNativeResource(); }
ID3D12Resource* GetNative() const { return m_buffer->GetNative(); }
private:
D3D12Buffer* m_buffer = nullptr;
};
class D3D12ConstantBuffer : public IConstantBuffer {
public:
D3D12ConstantBuffer(D3D12Buffer* buffer);
~D3D12ConstantBuffer() override;
const BufferDesc& GetDesc() const override { return m_buffer->GetDesc(); }
void* Map() override { return m_buffer->Map(); }
void Unmap() override { return m_buffer->Unmap(); }
void* GetNativeResource() const override { return m_buffer->GetNativeResource(); }
ID3D12Resource* GetNative() const { return m_buffer->GetNative(); }
private:
D3D12Buffer* m_buffer = nullptr;
};
class D3D12Texture2D : public ITexture2D {
public:
D3D12Texture2D(D3D12Device* device, ID3D12Resource* resource, const TextureDesc& desc);
~D3D12Texture2D() override;
const TextureDesc& GetDesc() const override { return m_desc; }
void CreateSRV() override;
void* GetSRV() override;
void CreateRTV() override;
void* GetRTV() override;
void CreateDSV() override;
void* GetDSV() override;
void* GetNativeResource() const override { return m_resource.Get(); }
ID3D12Resource* GetNative() const { return m_resource.Get(); }
private:
D3D12Device* m_device = nullptr;
Microsoft::WRL::ComPtr<ID3D12Resource> m_resource;
TextureDesc m_desc;
D3D12_CPU_DESCRIPTOR_HANDLE m_srvHandle = {};
D3D12_CPU_DESCRIPTOR_HANDLE m_rtvHandle = {};
D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle = {};
bool m_hasSRV = false;
bool m_hasRTV = false;
bool m_hasDSV = false;
};
bool CreateVertexBuffer(D3D12Device* device, ICommandList* commandList,
const void* data, uint64_t size, uint32_t stride, IVertexBuffer** outBuffer);
bool CreateIndexBuffer(D3D12Device* device, ICommandList* commandList,
const void* data, uint64_t size, IIndexBuffer** outBuffer);
bool CreateConstantBuffer(D3D12Device* device, uint64_t size, IConstantBuffer** outBuffer);
bool CreateTexture2D(D3D12Device* device, ICommandList* commandList,
const void* pixels, uint32_t width, uint32_t height, Format format, ITexture2D** outTexture);
void UpdateConstantBuffer(IConstantBuffer* buffer, const void* data, uint64_t size);
class D3D12DepthStencil : public IDepthStencil {
public:
D3D12DepthStencil(D3D12Device* device, ID3D12Resource* resource, const TextureDesc& desc)
: m_device(device), m_resource(resource), m_desc(desc) {}
~D3D12DepthStencil() override {
m_resource.Reset();
}
const TextureDesc& GetDesc() const override { return m_desc; }
void* GetNativeResource() const override { return m_resource.Get(); }
ID3D12Resource* GetNative() const { return m_resource.Get(); }
void SetDSVHeap(void* heap) override { m_dsvHeap = (D3D12DescriptorHeap*)heap; }
void CreateSRV() override {}
void* GetSRV() override { return nullptr; }
void CreateRTV() override {}
void* GetRTV() override { return nullptr; }
void CreateDSV() override;
void* GetDSV() override { return (void*)m_dsvHandle.ptr; }
private:
D3D12Device* m_device = nullptr;
Microsoft::WRL::ComPtr<ID3D12Resource> m_resource;
TextureDesc m_desc;
D3D12_CPU_DESCRIPTOR_HANDLE m_dsvHandle = {};
D3D12DescriptorHeap* m_dsvHeap = nullptr;
};
class D3D12RenderTarget : public IRenderTarget {
public:
D3D12RenderTarget(D3D12Device* device, ID3D12Resource* resource, const TextureDesc& desc)
: m_device(device), m_resource(resource), m_desc(desc) {}
~D3D12RenderTarget() override {
m_resource.Reset();
}
const TextureDesc& GetDesc() const override { return m_desc; }
void* GetNativeResource() const override { return m_resource.Get(); }
ID3D12Resource* GetNative() const { return m_resource.Get(); }
void CreateSRV() override {}
void* GetSRV() override { return nullptr; }
void CreateRTV() override;
void* GetRTV() override { return (void*)m_rtvHandle.ptr; }
void CreateDSV() override {}
void* GetDSV() override { return nullptr; }
private:
D3D12Device* m_device = nullptr;
Microsoft::WRL::ComPtr<ID3D12Resource> m_resource;
TextureDesc m_desc;
D3D12_CPU_DESCRIPTOR_HANDLE m_rtvHandle = {};
};
bool CreateDepthStencil(D3D12Device* device, uint32_t width, uint32_t height, Format format, IDepthStencil** outDepthStencil);
bool CreateRenderTargetFromSwapChain(D3D12Device* device, D3D12SwapChain* swapChain, uint32_t bufferIndex, IRenderTarget** outRenderTarget);
} // namespace RHI
} // namespace XCEngine

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@@ -1,40 +0,0 @@
#include <Rendering\Shader.h>
#include <d3dcompiler.h>
#include <wrl/client.h>
#include <string>
namespace XCEngine {
namespace RHI {
bool CompileShader(const char* filePath, const char* entryPoint, const char* target, ShaderBytecode& outBytecode) {
UINT flags = D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION;
ID3DBlob* shaderBuffer = nullptr;
ID3DBlob* errorBuffer = nullptr;
HRESULT hr = D3DCompileFromFile(
std::wstring(filePath, filePath + strlen(filePath)).c_str(),
nullptr,
nullptr,
entryPoint,
target,
flags,
0,
&shaderBuffer,
&errorBuffer);
if (FAILED(hr)) {
if (errorBuffer) {
OutputDebugStringA((const char*)errorBuffer->GetBufferPointer());
errorBuffer->Release();
}
return false;
}
outBytecode.bytecode = shaderBuffer->GetBufferPointer();
outBytecode.size = shaderBuffer->GetBufferSize();
return true;
}
} // namespace RHI
} // namespace XCEngine

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@@ -1,88 +0,0 @@
#include <Rendering\StaticMeshComponent.h>
#include <RHI\D3D12\D3D12RHI.h>
#include <RHI\D3D12\D3D12Resources.h>
#include <cstdio>
namespace XCEngine {
namespace RHI {
StaticMeshComponent::StaticMeshComponent() {
}
StaticMeshComponent::~StaticMeshComponent() {
if (m_vertexBuffer) {
delete m_vertexBuffer;
}
for (auto& pair : m_subMeshes) {
delete pair.second;
}
}
bool StaticMeshComponent::Initialize(ICommandList* commandList, const char* filePath) {
D3D12CommandList* d3d12CmdList = static_cast<D3D12CommandList*>(commandList);
D3D12Device* device = d3d12CmdList->GetDevice();
FILE* file = nullptr;
if (fopen_s(&file, filePath, "rb") != 0) {
return false;
}
int vertexCount = 0;
fread(&vertexCount, 4, 1, file);
m_vertexCount = vertexCount;
MeshVertex* vertices = new MeshVertex[vertexCount];
fread(vertices, sizeof(MeshVertex), vertexCount, file);
CreateVertexBuffer(device, commandList, vertices, sizeof(MeshVertex) * vertexCount, sizeof(MeshVertex), &m_vertexBuffer);
delete[] vertices;
while (!feof(file)) {
int nameLength = 0;
fread(&nameLength, 4, 1, file);
if (feof(file)) break;
char name[256] = {0};
fread(name, 1, nameLength, file);
int indexCount = 0;
fread(&indexCount, 4, 1, file);
uint32_t* indices = new uint32_t[indexCount];
fread(indices, sizeof(uint32_t), indexCount, file);
IIndexBuffer* indexBuffer = nullptr;
CreateIndexBuffer(device, commandList, indices, sizeof(uint32_t) * indexCount, &indexBuffer);
delete[] indices;
SubMesh* submesh = new SubMesh();
submesh->indexBuffer = indexBuffer;
submesh->indexCount = indexCount;
m_subMeshes[std::string(name)] = submesh;
}
fclose(file);
return true;
}
void StaticMeshComponent::Render(ICommandList* commandList) {
if (!m_vertexBuffer) return;
commandList->SetVertexBuffer(0, m_vertexBuffer, 0, sizeof(MeshVertex));
if (m_subMeshes.empty()) {
commandList->DrawInstanced(m_vertexCount, 1, 0, 0);
}
else {
for (auto& pair : m_subMeshes) {
SubMesh* submesh = pair.second;
commandList->SetIndexBuffer(submesh->indexBuffer, 0);
commandList->DrawIndexedInstanced(submesh->indexCount, 1, 0, 0, 0);
}
}
}
} // namespace RHI
} // namespace XCEngine

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@@ -43,6 +43,7 @@ add_subdirectory(containers)
add_subdirectory(memory) add_subdirectory(memory)
add_subdirectory(threading) add_subdirectory(threading)
add_subdirectory(debug) add_subdirectory(debug)
add_subdirectory(D3D12)
# ============================================================ # ============================================================
# Test Summary # Test Summary

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@@ -0,0 +1,26 @@
cmake_minimum_required(VERSION 3.15)
project(D3D12)
add_executable(D3D12
WIN32
main.cpp
stbi/stb_image.cpp
)
target_compile_definitions(D3D12 PRIVATE
UNICODE
_UNICODE
)
target_include_directories(D3D12 PRIVATE
${CMAKE_SOURCE_DIR}/tests/D3D12
${CMAKE_SOURCE_DIR}/tests/D3D12/stbi
)
target_link_libraries(D3D12 PRIVATE
d3d12
dxgi
d3dcompiler
winmm
)

319
tests/D3D12/RHI/Enums.h Normal file
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@@ -0,0 +1,319 @@
#pragma once
#include <cstdint>
namespace XCEngine {
namespace RHI {
enum class ShaderType : uint8_t {
Vertex,
Hull,
Domain,
Geometry,
Pixel,
Compute,
Amplification,
Mesh,
Library
};
enum class CullMode : uint8_t {
None = 1,
Front = 2,
Back = 3
};
enum class FillMode : uint8_t {
Wireframe = 2,
Solid = 3
};
enum class BlendOp : uint8_t {
Add = 1,
Subtract = 2,
ReverseSubtract = 3,
Min = 4,
Max = 5,
LogicalClear = 8,
LogicalSet = 9,
LogicalCopy = 10,
LogicalCopyInverted = 11,
LogicalNoop = 12,
LogicalInvert = 13,
LogicalAnd = 14,
LogicalNand = 15,
LogicalOr = 16,
LogicalNor = 17,
LogicalXor = 18,
LogicalEquiv = 19,
LogicalAndReverse = 20,
LogicalAndInverted = 21,
LogicalOrReverse = 22,
LogicalOrInverted = 23
};
enum class BlendFactor : uint8_t {
Zero = 0,
One = 1,
SrcColor = 2,
InvSrcColor = 3,
SrcAlpha = 4,
InvSrcAlpha = 5,
DstAlpha = 6,
InvDstAlpha = 7,
DstColor = 8,
InvDstColor = 9,
SrcAlphaSat = 10,
BlendFactor = 11,
InvBlendFactor = 12,
Src1Color = 13,
InvSrc1Color = 14,
Src1Alpha = 15,
InvSrc1Alpha = 16
};
enum class ComparisonFunc : uint8_t {
Never = 1,
Less = 2,
Equal = 3,
LessEqual = 4,
Greater = 5,
NotEqual = 6,
GreaterEqual = 7,
Always = 8
};
enum class StencilOp : uint8_t {
Keep = 1,
Zero = 2,
Replace = 3,
IncrSat = 4,
DecrSat = 5,
Invert = 6,
Incr = 7,
Decr = 8
};
enum class TextureType : uint8_t {
Texture1D,
Texture2D,
Texture2DArray,
Texture3D,
TextureCube,
TextureCubeArray
};
enum class BufferType : uint8_t {
Vertex,
Index,
Constant,
ReadBack,
Indirect,
RaytracingAccelerationStructure,
ShaderBindingTable
};
enum class DescriptorType : uint8_t {
CBV,
SRV,
UAV,
Sampler,
RTV,
DSV
};
enum class PipelineType : uint8_t {
Graphics,
Compute,
Raytracing
};
enum class CommandQueueType : uint8_t {
Direct,
Compute,
Copy
};
enum class LoadAction : uint8_t {
Undefined = 0,
Load = 1,
Clear = 2
};
enum class StoreAction : uint8_t {
Undefined = 0,
Store = 1,
Resolve = 2,
StoreAndResolve = 3,
Discard = 4
};
enum class PresentFlags : uint8_t {
None = 0,
AllowTearing = 1,
StrictlyTimedFrame = 2,
AllowDisplayLatencyWaitableObject = 4
};
enum class IndirectDrawArguments : uint32_t {
VertexCountPerInstance = 0,
InstanceCount = 4,
StartVertexLocation = 8,
StartInstanceLocation = 12
};
enum class IndirectDispatchArguments : uint32_t {
ThreadGroupCountX = 0,
ThreadGroupCountY = 4,
ThreadGroupCountZ = 8
};
enum class StencilOpDesc : uint8_t {
StencilFailOp,
StencilDepthFailOp,
StencilPassOp,
StencilFunc
};
enum class BlendStateFlag : uint8_t {
None = 0,
IndependentBlendEnable = 1,
IndependentBlendEnable_8Targets = 2
};
enum class DepthStencilStateFlag : uint8_t {
None = 0,
DepthWrite = 1,
StencilWrite = 2
};
enum class TextureAddressMode : uint8_t {
Wrap = 1,
Mirror = 2,
Clamp = 3,
Border = 4,
MirrorOnce = 5
};
enum class FilterMode : uint8_t {
Point = 0,
Linear = 1,
Anisotropic = 2,
ComparisonPoint = 3,
ComparisonLinear = 4,
ComparisonAnisotropic = 5,
MinimumPoint = 7,
MinimumLinear = 8,
MinimumAnisotropic = 9,
MaximumPoint = 11,
MaximumLinear = 12,
MaximumAnisotropic = 13
};
enum class BorderColor : uint8_t {
TransparentBlack = 0,
OpaqueBlack = 1,
OpaqueWhite = 2
};
enum class LogicOp : uint8_t {
Clear = 0,
Set = 1,
Copy = 2,
CopyInverted = 3,
Noop = 4,
Invert = 5,
And = 6,
Nand = 7,
Or = 8,
Nor = 9,
Xor = 10,
Equiv = 11,
AndReverse = 12,
AndInverted = 13,
OrReverse = 14,
OrInverted = 15
};
enum class ColorWriteMask : uint8_t {
Red = 1,
Green = 2,
Blue = 4,
Alpha = 8,
All = 15
};
inline ColorWriteMask operator|(ColorWriteMask a, ColorWriteMask b) {
return static_cast<ColorWriteMask>(static_cast<uint8_t>(a) | static_cast<uint8_t>(b));
}
enum class ResourceBarrierType : uint8_t {
Transition,
Aliasing,
UAV
};
enum class RootParameterType : uint8_t {
DescriptorTable,
Constants,
CBV,
SRV,
UAV
};
enum class ShaderRegisterType : uint8_t {
CBV,
SRV,
UAV,
Sampler
};
enum class RootSignatureVersion : uint8_t {
Version1,
Version1_0 = Version1,
Version1_1
};
enum class ClearDepthStencilFlags : uint8_t {
Depth = 1,
Stencil = 2,
DepthAndStencil = 3
};
enum class QueryHeapFlags : uint8_t {
None = 0,
Precision = 1
};
enum class PipelineStateFlags : uint8_t {
None = 0,
DebugName = 1
};
enum class BufferUAVFlags : uint8_t {
None = 0,
Raw = 1,
Append = 2,
Counter = 4
};
enum class TextureLayout : uint8_t {
Unknown,
RowMajor,
_64KB_UNDEFINED_SWIZZLE,
Standard64KB
};
enum class CommandListFlags : uint8_t {
None = 0,
DisallowSetName = 1
};
enum class FenceFlags : uint8_t {
None = 0,
Signal = 1,
Wait = 2
};
} // namespace RHI
} // namespace XCEngine

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struct VertexData{
float4 position:POSITION;
float4 texcoord:TEXCOORD0;
float4 normal:NORMAL;
float4 tangent:TANGENT;
};
struct VSOut{
float4 position:SV_POSITION;
float4 normal:NORMAL;
float4 texcoord:TEXCOORD0;
};
static const float PI=3.141592;
cbuffer globalConstants:register(b0){
float4 misc;
};
Texture2D T_DiffuseTexture:register(t0);
SamplerState samplerState:register(s0);
struct MaterialData{
float r;
};
StructuredBuffer<MaterialData> materialData:register(t0,space1);
cbuffer DefaultVertexCB:register(b1){
float4x4 ProjectionMatrix;
float4x4 ViewMatrix;
float4x4 ModelMatrix;
float4x4 IT_ModelMatrix;
float4x4 ReservedMemory[1020];
};
VSOut MainVS(VertexData inVertexData){
VSOut vo;
vo.normal=mul(IT_ModelMatrix,inVertexData.normal);
float4 positionWS=mul(ModelMatrix,inVertexData.position);
float4 positionVS=mul(ViewMatrix,positionWS);
vo.position=mul(ProjectionMatrix,positionVS);
//vo.position=float4(positionWS.xyz+vo.normal.xyz*sin(misc.x)*0.2f,1.0f);
vo.texcoord=inVertexData.texcoord;
return vo;
}
[maxvertexcount(4)]
void MainGS(triangle VSOut inPoint[3],uint inPrimitiveID:SV_PrimitiveID,
inout TriangleStream<VSOut> outTriangleStream){
outTriangleStream.Append(inPoint[0]);
outTriangleStream.Append(inPoint[1]);
outTriangleStream.Append(inPoint[2]);
/*VSOut vo;
float3 positionWS=inPoint[0].position.xyz;
float3 N=normalize(inPoint[0].normal.xyz);
vo.normal=float4(N,0.0f);
float3 helperVec=abs(N.y)>0.999?float3(0.0f,0.0f,1.0f):float3(0.0f,1.0f,0.0f);
float3 tangent=normalize(cross(N,helperVec));//u
float3 bitangent=normalize(cross(tangent,N));//v
float scale=materialData[inPrimitiveID].r;
float3 p0WS=positionWS-(bitangent*0.5f-tangent*0.5f)*scale;//left bottom
float4 p0VS=mul(ViewMatrix,float4(p0WS,1.0f));
vo.position=mul(ProjectionMatrix,p0VS);
vo.texcoord=float4(0.0f,1.0f,0.0f,0.0f);
outTriangleStream.Append(vo);
float3 p1WS=positionWS-(bitangent*0.5f+tangent*0.5f)*scale;//right bottom
float4 p1VS=mul(ViewMatrix,float4(p1WS,1.0f));
vo.position=mul(ProjectionMatrix,p1VS);
vo.texcoord=float4(1.0f,1.0f,0.0f,0.0f);
outTriangleStream.Append(vo);
float3 p2WS=positionWS+(bitangent*0.5f+tangent*0.5f)*scale;//left top
float4 p2VS=mul(ViewMatrix,float4(p2WS,1.0f));
vo.position=mul(ProjectionMatrix,p2VS);
vo.texcoord=float4(0.0f,0.0f,0.0f,0.0f);
outTriangleStream.Append(vo);
float3 p3WS=positionWS+(bitangent*0.5f-tangent*0.5f)*scale;//right top
float4 p3VS=mul(ViewMatrix,float4(p3WS,1.0f));
vo.position=mul(ProjectionMatrix,p3VS);
vo.texcoord=float4(1.0f,0.0f,0.0f,0.0f);
outTriangleStream.Append(vo);*/
}
float4 MainPS(VSOut inPSInput):SV_TARGET{
float3 N=normalize(inPSInput.normal.xyz);
float3 bottomColor=float3(0.1f,0.4f,0.6f);
float3 topColor=float3(0.7f,0.7f,0.7f);
float theta=asin(N.y);//-PI/2 ~ PI/2
theta/=PI;//-0.5~0.5
theta+=0.5f;//0.0~1.0
float ambientColorIntensity=1.0;
float3 ambientColor=lerp(bottomColor,topColor,theta)*ambientColorIntensity;
float4 diffuseColor=T_DiffuseTexture.Sample(samplerState,inPSInput.texcoord.xy);
float3 surfaceColor=diffuseColor.rgb;
return float4(surfaceColor,1.0f);
}

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struct VertexData{
float4 position:POSITION;
float4 texcoord:TEXCOORD0;
float4 normal:NORMAL;
float4 tangent:TANGENT;
};
struct VSOut{
float4 position:SV_POSITION;
float4 normal:NORMAL;
float4 texcoord:TEXCOORD0;
float4 positionWS:TEXCOORD1;
};
static const float PI=3.141592;
cbuffer globalConstants:register(b0){
float4 misc;
};
cbuffer DefaultVertexCB:register(b1){
float4x4 ProjectionMatrix;
float4x4 ViewMatrix;
float4x4 ModelMatrix;
float4x4 IT_ModelMatrix;
float4x4 ReservedMemory[1020];
};
VSOut MainVS(VertexData inVertexData){
VSOut vo;
vo.normal=mul(IT_ModelMatrix,inVertexData.normal);
float3 positionMS=inVertexData.position.xyz+vo.normal*sin(misc.x);
float4 positionWS=mul(ModelMatrix,float4(positionMS,1.0));
float4 positionVS=mul(ViewMatrix,positionWS);
vo.position=mul(ProjectionMatrix,positionVS);
vo.positionWS=positionWS;
vo.texcoord=inVertexData.texcoord;
return vo;
}
float4 MainPS(VSOut inPSInput):SV_TARGET{
float3 N=normalize(inPSInput.normal.xyz);
float3 bottomColor=float3(0.1f,0.4f,0.6f);
float3 topColor=float3(0.7f,0.7f,0.7f);
float theta=asin(N.y);//-PI/2 ~ PI/2
theta/=PI;//-0.5~0.5
theta+=0.5f;//0.0~1.0
float ambientColorIntensity=0.2;
float3 ambientColor=lerp(bottomColor,topColor,theta)*ambientColorIntensity;
float3 L=normalize(float3(1.0f,1.0f,-1.0f));
float diffuseIntensity=max(0.0f,dot(N,L));
float3 diffuseLightColor=float3(0.1f,0.4f,0.6f);
float3 diffuseColor=diffuseLightColor*diffuseIntensity;
float3 specularColor=float3(0.0f,0.0f,0.0f);
if(diffuseIntensity>0.0f){
float3 cameraPositionWS=float3(0.0f,0.0f,0.0f);
float3 V=normalize(cameraPositionWS.xyz-inPSInput.positionWS.xyz);
float3 R=normalize(reflect(-L,N));
float specularIntensity=pow(max(0.0f,dot(V,R)),128.0f);
specularColor=float3(1.0f,1.0f,1.0f)*specularIntensity;
}
float3 surfaceColor=ambientColor+diffuseColor+specularColor;
return float4(surfaceColor,1.0f);
}

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tests/D3D12/main.cpp Normal file
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#include <windows.h>
#include <d3d12.h>
#include <dxgi1_4.h>
#include <d3dcompiler.h>
#include <DirectXMath.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <algorithm>
#include <unordered_map>
#include <string>
#include <cstring>
#include "stbi/stb_image.h"
#pragma comment(lib,"d3d12.lib")
#pragma comment(lib,"dxgi.lib")
#pragma comment(lib,"d3dcompiler.lib")
#pragma comment(lib,"winmm.lib")
//=================================================================================
// D3D12 核心全局对象 (最小渲染所需)
//=================================================================================
ID3D12Device* gD3D12Device = nullptr;
ID3D12CommandQueue* gCommandQueue = nullptr;
IDXGISwapChain3* gSwapChain = nullptr;
// 渲染目标 (SwapChain的后台Buffer)
ID3D12Resource* gDSRT = nullptr; // 深度模板缓冲
ID3D12Resource* gColorRTs[2]; // 颜色缓冲 (双缓冲)
int gCurrentRTIndex = 0;
// 描述符堆
ID3D12DescriptorHeap* gSwapChainRTVHeap = nullptr; // RTV堆
ID3D12DescriptorHeap* gSwapChainDSVHeap = nullptr; // DSV堆
UINT gRTVDescriptorSize = 0;
UINT gDSVDescriptorSize = 0;
// 命令相关
ID3D12CommandAllocator* gCommandAllocator = nullptr;
ID3D12GraphicsCommandList* gCommandList = nullptr;
// 同步对象
ID3D12Fence* gFence = nullptr;
HANDLE gFenceEvent = nullptr;
UINT64 gFenceValue = 0;
//=================================================================================
// 工具函数前向声明
//=================================================================================
D3D12_RESOURCE_BARRIER InitResourceBarrier(
ID3D12Resource* inResource, D3D12_RESOURCE_STATES inPrevState,
D3D12_RESOURCE_STATES inNextState);
ID3D12Resource* CreateBufferObject(ID3D12GraphicsCommandList* inCommandList,
void* inData, int inDataLen, D3D12_RESOURCE_STATES inFinalResourceState);
//=================================================================================
// 工具函数
//=================================================================================
float srandom() {
float number = float(rand()) / float(RAND_MAX);
number *= 2.0f;
number -= 1.0f;
return number;
}
//=================================================================================
// 数据结构定义
//=================================================================================
struct StaticMeshComponentVertexData {
float mPosition[4];
float mTexcoord[4];
float mNormal[4];
float mTangent[4];
};
struct SubMesh {
ID3D12Resource* mIBO;
D3D12_INDEX_BUFFER_VIEW mIBView;
int mIndexCount;
};
//=================================================================================
// 网格组件类 (StaticMeshComponent)
// 封装顶点缓冲(VBO)、索引缓冲(IBO)和渲染逻辑
//=================================================================================
class StaticMeshComponent {
public:
ID3D12Resource* mVBO;
D3D12_VERTEX_BUFFER_VIEW mVBOView;
StaticMeshComponentVertexData* mVertexData;
int mVertexCount;
std::unordered_map<std::string, SubMesh*> mSubMeshes;
void SetVertexCount(int inVertexCount) {
mVertexCount = inVertexCount;
mVertexData = new StaticMeshComponentVertexData[inVertexCount];
memset(mVertexData, 0, sizeof(StaticMeshComponentVertexData) * inVertexCount);
}
void SetVertexPosition(int inIndex, float inX, float inY, float inZ, float inW = 1.0f) {
mVertexData[inIndex].mPosition[0] = inX;
mVertexData[inIndex].mPosition[1] = inY;
mVertexData[inIndex].mPosition[2] = inZ;
mVertexData[inIndex].mPosition[3] = inW;
}
void SetVertexTexcoord(int inIndex, float inX, float inY, float inZ, float inW = 1.0f) {
mVertexData[inIndex].mTexcoord[0] = inX;
mVertexData[inIndex].mTexcoord[1] = inY;
mVertexData[inIndex].mTexcoord[2] = inZ;
mVertexData[inIndex].mTexcoord[3] = inW;
}
void SetVertexNormal(int inIndex, float inX, float inY, float inZ, float inW = 1.0f) {
mVertexData[inIndex].mNormal[0] = inX;
mVertexData[inIndex].mNormal[1] = inY;
mVertexData[inIndex].mNormal[2] = inZ;
mVertexData[inIndex].mNormal[3] = inW;
}
void SetVertexTangent(int inIndex, float inX, float inY, float inZ, float inW = 1.0f) {
mVertexData[inIndex].mTangent[0] = inX;
mVertexData[inIndex].mTangent[1] = inY;
mVertexData[inIndex].mTangent[2] = inZ;
mVertexData[inIndex].mTangent[3] = inW;
}
void InitFromFile(ID3D12GraphicsCommandList* inCommandList, const char* inFilePath) {
FILE* pFile = nullptr;
errno_t err = fopen_s(&pFile, inFilePath, "rb");
if (err == 0) {
int temp = 0;
fread(&temp, 4, 1, pFile);
mVertexCount = temp;
mVertexData = new StaticMeshComponentVertexData[mVertexCount];
fread(mVertexData, 1, sizeof(StaticMeshComponentVertexData) * mVertexCount, pFile);
mVBO = CreateBufferObject(inCommandList, mVertexData,
sizeof(StaticMeshComponentVertexData) * mVertexCount,
D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
mVBOView.BufferLocation = mVBO->GetGPUVirtualAddress();
mVBOView.SizeInBytes = sizeof(StaticMeshComponentVertexData) * mVertexCount;
mVBOView.StrideInBytes = sizeof(StaticMeshComponentVertexData);
while (!feof(pFile)) {
fread(&temp, 4, 1, pFile);
if (feof(pFile)) {
break;
}
char name[256] = { 0 };
fread(name, 1, temp, pFile);
fread(&temp, 4, 1, pFile);
SubMesh* submesh = new SubMesh;
submesh->mIndexCount = temp;
unsigned int* indexes = new unsigned int[temp];
fread(indexes, 1, sizeof(unsigned int) * temp, pFile);
submesh->mIBO = CreateBufferObject(inCommandList, indexes,
sizeof(unsigned int) * temp,
D3D12_RESOURCE_STATE_INDEX_BUFFER);
submesh->mIBView.BufferLocation = submesh->mIBO->GetGPUVirtualAddress();
submesh->mIBView.SizeInBytes = sizeof(unsigned int) * temp;
submesh->mIBView.Format = DXGI_FORMAT_R32_UINT;
mSubMeshes.insert(std::pair<std::string, SubMesh*>(name, submesh));
delete[] indexes;
}
fclose(pFile);
}
}
void Render(ID3D12GraphicsCommandList* inCommandList) {
D3D12_VERTEX_BUFFER_VIEW vbos[] = {
mVBOView
};
inCommandList->IASetVertexBuffers(0, 1, vbos);
if (mSubMeshes.empty()) {
inCommandList->DrawInstanced(mVertexCount, 1, 0, 0);
}
else {
for (auto iter = mSubMeshes.begin();
iter != mSubMeshes.end(); iter++) {
inCommandList->IASetIndexBuffer(&iter->second->mIBView);
inCommandList->DrawIndexedInstanced(iter->second->mIndexCount, 1, 0, 0, 0);
}
}
}
};
//=================================================================================
// ResourceBarrier 工具函数
// 用于资源状态转换 (例如: PRESENT → RENDER_TARGET)
//=================================================================================
D3D12_RESOURCE_BARRIER InitResourceBarrier(
ID3D12Resource* inResource, D3D12_RESOURCE_STATES inPrevState,
D3D12_RESOURCE_STATES inNextState) {
D3D12_RESOURCE_BARRIER d3d12ResourceBarrier;
memset(&d3d12ResourceBarrier, 0, sizeof(d3d12ResourceBarrier));
d3d12ResourceBarrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
d3d12ResourceBarrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
d3d12ResourceBarrier.Transition.pResource = inResource;
d3d12ResourceBarrier.Transition.StateBefore = inPrevState;
d3d12ResourceBarrier.Transition.StateAfter = inNextState;
d3d12ResourceBarrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
return d3d12ResourceBarrier;
}
//=================================================================================
// 根签名初始化 (RootSignature)
// 定义GPU资源绑定规则: CBV(常量缓冲) / SRV(着色器资源) / DescriptorTable
//=================================================================================
ID3D12RootSignature* InitRootSignature() {
D3D12_ROOT_PARAMETER rootParameters[4];
rootParameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
rootParameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
rootParameters[1].Constants.RegisterSpace = 0;
rootParameters[1].Constants.ShaderRegister = 0;
rootParameters[1].Constants.Num32BitValues = 4;
rootParameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
rootParameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
rootParameters[0].Descriptor.RegisterSpace = 0;
rootParameters[0].Descriptor.ShaderRegister = 1;
D3D12_DESCRIPTOR_RANGE descriptorRange[1];
descriptorRange[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
descriptorRange[0].RegisterSpace = 0;
descriptorRange[0].BaseShaderRegister = 0;
descriptorRange[0].NumDescriptors = 1;
descriptorRange[0].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
rootParameters[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
rootParameters[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
rootParameters[2].DescriptorTable.pDescriptorRanges = descriptorRange;
rootParameters[2].DescriptorTable.NumDescriptorRanges = _countof(descriptorRange);
rootParameters[3].ParameterType = D3D12_ROOT_PARAMETER_TYPE_SRV;
rootParameters[3].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
rootParameters[3].Descriptor.RegisterSpace = 1;
rootParameters[3].Descriptor.ShaderRegister = 0;
D3D12_STATIC_SAMPLER_DESC samplerDesc[1];
memset(samplerDesc, 0, sizeof(D3D12_STATIC_SAMPLER_DESC) * _countof(samplerDesc));
samplerDesc[0].Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
samplerDesc[0].AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
samplerDesc[0].AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
samplerDesc[0].AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
samplerDesc[0].BorderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_BLACK;
samplerDesc[0].MaxLOD = D3D12_FLOAT32_MAX;
samplerDesc[0].RegisterSpace = 0;
samplerDesc[0].ShaderRegister = 0;
samplerDesc[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
D3D12_ROOT_SIGNATURE_DESC rootSignatureDesc = {};
rootSignatureDesc.NumParameters = _countof(rootParameters);
rootSignatureDesc.pParameters = rootParameters;
rootSignatureDesc.NumStaticSamplers = _countof(samplerDesc);
rootSignatureDesc.pStaticSamplers = samplerDesc;
rootSignatureDesc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
ID3DBlob* signature;
HRESULT hResult = D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, nullptr);
ID3D12RootSignature* d3d12RootSignature;
gD3D12Device->CreateRootSignature(
0, signature->GetBufferPointer(), signature->GetBufferSize(),
IID_PPV_ARGS(&d3d12RootSignature));
return d3d12RootSignature;
}
//=================================================================================
// 着色器加载函数
// 从.hlsl文件编译着色器 (VS/GS/PS)
//=================================================================================
void CreateShaderFromFile(
LPCTSTR inShaderFilePath,
const char* inMainFunctionName,
const char* inTarget,
D3D12_SHADER_BYTECODE* inShader) {
ID3DBlob* shaderBuffer = nullptr;
ID3DBlob* errorBuffer = nullptr;
HRESULT hResult = D3DCompileFromFile(inShaderFilePath, nullptr, nullptr,
inMainFunctionName, inTarget, D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION,
0, &shaderBuffer, &errorBuffer);
if (FAILED(hResult)) {
char szLog[1024] = { 0 };
strcpy_s(szLog, (char*)errorBuffer->GetBufferPointer());
printf("CreateShaderFromFile error : [%s][%s]:[%s]\n", inMainFunctionName, inTarget, szLog);
errorBuffer->Release();
return;
}
inShader->pShaderBytecode = shaderBuffer->GetBufferPointer();
inShader->BytecodeLength = shaderBuffer->GetBufferSize();
}
//=================================================================================
// 常量缓冲 (Constant Buffer) 创建与更新
// UPLOAD堆: CPU可写, GPU可读
//=================================================================================
ID3D12Resource* CreateConstantBufferObject(int inDataLen) {
D3D12_HEAP_PROPERTIES d3dHeapProperties = {};
d3dHeapProperties.Type = D3D12_HEAP_TYPE_UPLOAD;
D3D12_RESOURCE_DESC d3d12ResourceDesc = {};
d3d12ResourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
d3d12ResourceDesc.Alignment = 0;
d3d12ResourceDesc.Width = inDataLen;
d3d12ResourceDesc.Height = 1;
d3d12ResourceDesc.DepthOrArraySize = 1;
d3d12ResourceDesc.MipLevels = 1;
d3d12ResourceDesc.Format = DXGI_FORMAT_UNKNOWN;
d3d12ResourceDesc.SampleDesc.Count = 1;
d3d12ResourceDesc.SampleDesc.Quality = 0;
d3d12ResourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
d3d12ResourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
ID3D12Resource* bufferObject = nullptr;
gD3D12Device->CreateCommittedResource(
&d3dHeapProperties,
D3D12_HEAP_FLAG_NONE,
&d3d12ResourceDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&bufferObject)
);
return bufferObject;
}
//=================================================================================
// 更新常量缓冲数据
//=================================================================================
void UpdateConstantBuffer(ID3D12Resource* inCB, void* inData, int inDataLen) {
D3D12_RANGE d3d12Range = { 0 };
unsigned char* pBuffer = nullptr;
inCB->Map(0, &d3d12Range, (void**)&pBuffer);
memcpy(pBuffer, inData, inDataLen);
inCB->Unmap(0, nullptr);
}
//=================================================================================
// GPU Buffer创建 (顶点/索引缓冲)
// DEFAULT堆 → 通过Upload堆中转数据 → 状态转换
//=================================================================================
ID3D12Resource* CreateBufferObject(ID3D12GraphicsCommandList* inCommandList,
void* inData, int inDataLen, D3D12_RESOURCE_STATES inFinalResourceState) {
D3D12_HEAP_PROPERTIES d3dHeapProperties = {};
d3dHeapProperties.Type = D3D12_HEAP_TYPE_DEFAULT;
D3D12_RESOURCE_DESC d3d12ResourceDesc = {};
d3d12ResourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
d3d12ResourceDesc.Alignment = 0;
d3d12ResourceDesc.Width = inDataLen;
d3d12ResourceDesc.Height = 1;
d3d12ResourceDesc.DepthOrArraySize = 1;
d3d12ResourceDesc.MipLevels = 1;
d3d12ResourceDesc.Format = DXGI_FORMAT_UNKNOWN;
d3d12ResourceDesc.SampleDesc.Count = 1;
d3d12ResourceDesc.SampleDesc.Quality = 0;
d3d12ResourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
d3d12ResourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
ID3D12Resource* bufferObject = nullptr;
gD3D12Device->CreateCommittedResource(
&d3dHeapProperties,
D3D12_HEAP_FLAG_NONE,
&d3d12ResourceDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
nullptr,
IID_PPV_ARGS(&bufferObject)
);
d3d12ResourceDesc = bufferObject->GetDesc();
UINT64 memorySizeUsed = 0;
UINT64 rowSizeInBytes = 0;
UINT rowUsed = 0;
D3D12_PLACED_SUBRESOURCE_FOOTPRINT subresourceFootprint;
gD3D12Device->GetCopyableFootprints(&d3d12ResourceDesc, 0, 1, 0,
&subresourceFootprint, &rowUsed, &rowSizeInBytes, &memorySizeUsed);
ID3D12Resource* tempBufferObject = nullptr;
d3dHeapProperties = {};
d3dHeapProperties.Type = D3D12_HEAP_TYPE_UPLOAD;
gD3D12Device->CreateCommittedResource(
&d3dHeapProperties,
D3D12_HEAP_FLAG_NONE,
&d3d12ResourceDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&tempBufferObject)
);
BYTE* pData;
tempBufferObject->Map(0, nullptr, reinterpret_cast<void**>(&pData));
BYTE* pDstTempBuffer = reinterpret_cast<BYTE*>(pData + subresourceFootprint.Offset);
const BYTE* pSrcData = reinterpret_cast<BYTE*>(inData);
for (UINT i = 0; i < rowUsed; i++) {
memcpy(pDstTempBuffer + subresourceFootprint.Footprint.RowPitch * i, pSrcData + rowSizeInBytes * i, rowSizeInBytes);
}
tempBufferObject->Unmap(0, nullptr);
inCommandList->CopyBufferRegion(bufferObject, 0, tempBufferObject, 0, subresourceFootprint.Footprint.Width);
D3D12_RESOURCE_BARRIER barrier = InitResourceBarrier(bufferObject, D3D12_RESOURCE_STATE_COPY_DEST, inFinalResourceState);
inCommandList->ResourceBarrier(1, &barrier);
return bufferObject;
}
//=================================================================================
// 2D纹理创建
// DEFAULT堆 → 通过Upload堆中转数据 → CopyTextureRegion → 状态转换
//=================================================================================
ID3D12Resource* CreateTexture2D(ID3D12GraphicsCommandList* inCommandList,
const void* inPixelData, int inDataSizeInBytes, int inWidth, int inHeight,
DXGI_FORMAT inFormat) {
D3D12_HEAP_PROPERTIES d3dHeapProperties = {};
d3dHeapProperties.Type = D3D12_HEAP_TYPE_DEFAULT;
D3D12_RESOURCE_DESC d3d12ResourceDesc = {};
d3d12ResourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
d3d12ResourceDesc.Alignment = 0;
d3d12ResourceDesc.Width = inWidth;
d3d12ResourceDesc.Height = inHeight;
d3d12ResourceDesc.DepthOrArraySize = 1;
d3d12ResourceDesc.MipLevels = 1;
d3d12ResourceDesc.Format = inFormat;
d3d12ResourceDesc.SampleDesc.Count = 1;
d3d12ResourceDesc.SampleDesc.Quality = 0;
d3d12ResourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
d3d12ResourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
ID3D12Resource* texture = nullptr;
gD3D12Device->CreateCommittedResource(&d3dHeapProperties,
D3D12_HEAP_FLAG_NONE,
&d3d12ResourceDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
nullptr,
IID_PPV_ARGS(&texture)
);
d3d12ResourceDesc = texture->GetDesc();
UINT64 memorySizeUsed = 0;
UINT64 rowSizeInBytes = 0;
UINT rowUsed = 0;
D3D12_PLACED_SUBRESOURCE_FOOTPRINT subresourceFootprint;
gD3D12Device->GetCopyableFootprints(&d3d12ResourceDesc, 0, 1, 0,
&subresourceFootprint, &rowUsed, &rowSizeInBytes, &memorySizeUsed);
ID3D12Resource* tempBufferObject = nullptr;
D3D12_HEAP_PROPERTIES d3dTempHeapProperties = {};
d3dTempHeapProperties.Type = D3D12_HEAP_TYPE_UPLOAD;
D3D12_RESOURCE_DESC d3d12TempResourceDesc = {};
d3d12TempResourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
d3d12TempResourceDesc.Alignment = 0;
d3d12TempResourceDesc.Width = memorySizeUsed;
d3d12TempResourceDesc.Height = 1;
d3d12TempResourceDesc.DepthOrArraySize = 1;
d3d12TempResourceDesc.MipLevels = 1;
d3d12TempResourceDesc.Format = DXGI_FORMAT_UNKNOWN;
d3d12TempResourceDesc.SampleDesc.Count = 1;
d3d12TempResourceDesc.SampleDesc.Quality = 0;
d3d12TempResourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
d3d12TempResourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
gD3D12Device->CreateCommittedResource(
&d3dTempHeapProperties,
D3D12_HEAP_FLAG_NONE,
&d3d12TempResourceDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&tempBufferObject)
);
BYTE* pData;
tempBufferObject->Map(0, nullptr, reinterpret_cast<void**>(&pData));
BYTE* pDstTempBuffer = reinterpret_cast<BYTE*>(pData + subresourceFootprint.Offset);
const BYTE* pSrcData = reinterpret_cast<const BYTE*>(inPixelData);
for (UINT i = 0; i < rowUsed; i++) {
memcpy(pDstTempBuffer + subresourceFootprint.Footprint.RowPitch * i, pSrcData + rowSizeInBytes * i, rowSizeInBytes);
}
tempBufferObject->Unmap(0, nullptr);
D3D12_TEXTURE_COPY_LOCATION dst = {};
dst.pResource = texture;
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dst.SubresourceIndex = 0;
D3D12_TEXTURE_COPY_LOCATION src = {};
src.pResource = tempBufferObject;
src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
src.PlacedFootprint = subresourceFootprint;
inCommandList->CopyTextureRegion(&dst, 0, 0, 0, &src, nullptr);
D3D12_RESOURCE_BARRIER barrier = InitResourceBarrier(texture,
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
inCommandList->ResourceBarrier(1, &barrier);
return texture;
}
//=================================================================================
// 渲染管线状态对象 (PSO)
// 包含: InputLayout / VS/GS/PS / Rasterizer / DepthStencil / Blend
//=================================================================================
ID3D12PipelineState* CreatePSO(ID3D12RootSignature* inID3D12RootSignature,
D3D12_SHADER_BYTECODE inVertexShader, D3D12_SHADER_BYTECODE inPixelShader,
D3D12_SHADER_BYTECODE inGSShader) {
D3D12_INPUT_ELEMENT_DESC vertexDataElementDesc[] = {
{"POSITION",0,DXGI_FORMAT_R32G32B32A32_FLOAT,0,0,D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,0},
{"TEXCOORD",0,DXGI_FORMAT_R32G32B32A32_FLOAT,0,sizeof(float) * 4,D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,0},
{"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT,0,sizeof(float) * 8,D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,0},
{"TANGENT",0,DXGI_FORMAT_R32G32B32A32_FLOAT,0,sizeof(float) * 12,D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,0}
};
D3D12_INPUT_LAYOUT_DESC vertexDataLayoutDesc = {};
vertexDataLayoutDesc.NumElements = 4;
vertexDataLayoutDesc.pInputElementDescs = vertexDataElementDesc;
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
psoDesc.pRootSignature = inID3D12RootSignature;
psoDesc.VS = inVertexShader;
psoDesc.GS = inGSShader;
psoDesc.PS = inPixelShader;
psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
psoDesc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
psoDesc.SampleDesc.Count = 1;
psoDesc.SampleDesc.Quality = 0;
psoDesc.SampleMask = 0xffffffff;
psoDesc.InputLayout = vertexDataLayoutDesc;
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
psoDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
psoDesc.RasterizerState.CullMode = D3D12_CULL_MODE_BACK;
psoDesc.RasterizerState.DepthClipEnable = TRUE;
psoDesc.DepthStencilState.DepthEnable = true;
psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
psoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
psoDesc.BlendState = { 0 };
D3D12_RENDER_TARGET_BLEND_DESC rtBlendDesc = {
FALSE,FALSE,
D3D12_BLEND_SRC_ALPHA,D3D12_BLEND_INV_SRC_ALPHA,D3D12_BLEND_OP_ADD,
D3D12_BLEND_SRC_ALPHA,D3D12_BLEND_INV_SRC_ALPHA,D3D12_BLEND_OP_ADD,
D3D12_LOGIC_OP_NOOP,
D3D12_COLOR_WRITE_ENABLE_ALL,
};
for (int i = 0; i < D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
psoDesc.BlendState.RenderTarget[i] = rtBlendDesc;
psoDesc.NumRenderTargets = 1;
ID3D12PipelineState* d3d12PSO = nullptr;
HRESULT hResult = gD3D12Device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&d3d12PSO));
if (FAILED(hResult)) {
return nullptr;
}
return d3d12PSO;
}
//=================================================================================
// D3D12 初始化核心函数 (InitD3D12)
// 最小渲染系统初始化流程:
// 1. 启用Debug层 (可选, _DEBUG)
// 2. 创建IDXGIFactory4
// 3. 枚举Adapter, 创建ID3D12Device
// 4. 创建CommandQueue (命令队列)
// 5. 创建SwapChain (交换链)
// 6. 创建DepthStencilBuffer (深度缓冲)
// 7. 创建RTV/DSV描述符堆
// 8. 创建RenderTargetView / DepthStencilView
// 9. 创建CommandAllocator / CommandList
// 10. 创建Fence (同步)
//=================================================================================
bool InitD3D12(HWND inHWND, int inWidth, int inHeight) {
HRESULT hResult;
UINT dxgiFactoryFlags = 0;
#ifdef _DEBUG
{
ID3D12Debug* debugController = nullptr;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController)))) {
debugController->EnableDebugLayer();
dxgiFactoryFlags |= DXGI_CREATE_FACTORY_DEBUG;
}
}
#endif
IDXGIFactory4* dxgiFactory;
hResult = CreateDXGIFactory2(dxgiFactoryFlags, IID_PPV_ARGS(&dxgiFactory));
if (FAILED(hResult)) {
return false;
}
IDXGIAdapter1* adapter;
int adapterIndex = 0;
bool adapterFound = false;
while (dxgiFactory->EnumAdapters1(adapterIndex, &adapter) != DXGI_ERROR_NOT_FOUND) {
DXGI_ADAPTER_DESC1 desc;
adapter->GetDesc1(&desc);
if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) {
continue;
}
hResult = D3D12CreateDevice(adapter, D3D_FEATURE_LEVEL_11_0, __uuidof(ID3D12Device), nullptr);
if (SUCCEEDED(hResult)) {
adapterFound = true;
break;
}
adapterIndex++;
}
if (false == adapterFound) {
return false;
}
hResult = D3D12CreateDevice(adapter, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&gD3D12Device));
if (FAILED(hResult)) {
return false;
}
D3D12_COMMAND_QUEUE_DESC d3d12CommandQueueDesc = {};
hResult = gD3D12Device->CreateCommandQueue(&d3d12CommandQueueDesc, IID_PPV_ARGS(&gCommandQueue));
if (FAILED(hResult)) {
return false;
}
DXGI_SWAP_CHAIN_DESC swapChainDesc = {};
swapChainDesc.BufferCount = 2;
swapChainDesc.BufferDesc = {};
swapChainDesc.BufferDesc.Width = inWidth;
swapChainDesc.BufferDesc.Height = inHeight;
swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.OutputWindow = inHWND;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.Windowed = true;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
IDXGISwapChain* swapChain = nullptr;
dxgiFactory->CreateSwapChain(gCommandQueue, &swapChainDesc, &swapChain);
gSwapChain = static_cast<IDXGISwapChain3*>(swapChain);
D3D12_HEAP_PROPERTIES d3dHeapProperties = {};
d3dHeapProperties.Type = D3D12_HEAP_TYPE_DEFAULT;
D3D12_RESOURCE_DESC d3d12ResourceDesc = {};
d3d12ResourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
d3d12ResourceDesc.Alignment = 0;
d3d12ResourceDesc.Width = inWidth;
d3d12ResourceDesc.Height = inHeight;
d3d12ResourceDesc.DepthOrArraySize = 1;
d3d12ResourceDesc.MipLevels = 1;
d3d12ResourceDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
d3d12ResourceDesc.SampleDesc.Count = 1;
d3d12ResourceDesc.SampleDesc.Quality = 0;
d3d12ResourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
d3d12ResourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
D3D12_CLEAR_VALUE dsClearValue = {};
dsClearValue.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
dsClearValue.DepthStencil.Depth = 1.0f;
dsClearValue.DepthStencil.Stencil = 0;
gD3D12Device->CreateCommittedResource(&d3dHeapProperties,
D3D12_HEAP_FLAG_NONE,
&d3d12ResourceDesc,
D3D12_RESOURCE_STATE_DEPTH_WRITE,
&dsClearValue,
IID_PPV_ARGS(&gDSRT)
);
D3D12_DESCRIPTOR_HEAP_DESC d3dDescriptorHeapDescRTV = {};
d3dDescriptorHeapDescRTV.NumDescriptors = 2;
d3dDescriptorHeapDescRTV.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
gD3D12Device->CreateDescriptorHeap(&d3dDescriptorHeapDescRTV, IID_PPV_ARGS(&gSwapChainRTVHeap));
gRTVDescriptorSize = gD3D12Device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
D3D12_DESCRIPTOR_HEAP_DESC d3dDescriptorHeapDescDSV = {};
d3dDescriptorHeapDescDSV.NumDescriptors = 1;
d3dDescriptorHeapDescDSV.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
gD3D12Device->CreateDescriptorHeap(&d3dDescriptorHeapDescDSV, IID_PPV_ARGS(&gSwapChainDSVHeap));
gDSVDescriptorSize = gD3D12Device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
D3D12_CPU_DESCRIPTOR_HANDLE rtvHeapStart = gSwapChainRTVHeap->GetCPUDescriptorHandleForHeapStart();
for (int i = 0; i < 2; i++) {
gSwapChain->GetBuffer(i, IID_PPV_ARGS(&gColorRTs[i]));
D3D12_CPU_DESCRIPTOR_HANDLE rtvPointer;
rtvPointer.ptr = rtvHeapStart.ptr + i * gRTVDescriptorSize;
gD3D12Device->CreateRenderTargetView(gColorRTs[i], nullptr, rtvPointer);
}
D3D12_DEPTH_STENCIL_VIEW_DESC d3dDSViewDesc = {};
d3dDSViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
d3dDSViewDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
gD3D12Device->CreateDepthStencilView(gDSRT, &d3dDSViewDesc, gSwapChainDSVHeap->GetCPUDescriptorHandleForHeapStart());
gD3D12Device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&gCommandAllocator));
gD3D12Device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, gCommandAllocator, nullptr, IID_PPV_ARGS(&gCommandList));
gD3D12Device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&gFence));
gFenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
return true;
}
//=================================================================================
// 命令相关辅助函数
//=================================================================================
ID3D12CommandAllocator* GetCommandAllocator() {
return gCommandAllocator;
}
ID3D12GraphicsCommandList* GetCommandList() {
return gCommandList;
}
void WaitForCompletionOfCommandList() {
if (gFence->GetCompletedValue() < gFenceValue) {
gFence->SetEventOnCompletion(gFenceValue, gFenceEvent);
WaitForSingleObject(gFenceEvent, INFINITE);
}
}
//=================================================================================
// 命令列表结束提交
// 关闭CommandList → ExecuteCommandLists → Signal Fence
//=================================================================================
void EndCommandList() {
gCommandList->Close();
ID3D12CommandList* ppCommandLists[] = { gCommandList };
gCommandQueue->ExecuteCommandLists(1, ppCommandLists);
gFenceValue += 1;
gCommandQueue->Signal(gFence, gFenceValue);
}
//=================================================================================
// 开始渲染到SwapChain
// 1. 获取当前BackBuffer索引
// 2. 状态转换: PRESENT → RENDER_TARGET
// 3. 设置RenderTargets (Color + Depth)
// 4. 设置Viewport/Scissor
// 5. Clear Color/Depth
//=================================================================================
void BeginRenderToSwapChain(ID3D12GraphicsCommandList* inCommandList) {
gCurrentRTIndex = gSwapChain->GetCurrentBackBufferIndex();
D3D12_RESOURCE_BARRIER barrier = InitResourceBarrier(gColorRTs[gCurrentRTIndex], D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET);
inCommandList->ResourceBarrier(1, &barrier);
D3D12_CPU_DESCRIPTOR_HANDLE colorRT, dsv;
dsv.ptr = gSwapChainDSVHeap->GetCPUDescriptorHandleForHeapStart().ptr;
colorRT.ptr = gSwapChainRTVHeap->GetCPUDescriptorHandleForHeapStart().ptr + gCurrentRTIndex * gRTVDescriptorSize;
inCommandList->OMSetRenderTargets(1, &colorRT, FALSE, &dsv);
D3D12_VIEWPORT viewport = { 0.0f,0.0f,1280.0f,720.0f };
D3D12_RECT scissorRect = { 0,0,1280,720 };
inCommandList->RSSetViewports(1, &viewport);
inCommandList->RSSetScissorRects(1, &scissorRect);
const float clearColor[] = { 0.0f,0.0f,0.0f,1.0f };
inCommandList->ClearRenderTargetView(colorRT, clearColor, 0, nullptr);
inCommandList->ClearDepthStencilView(dsv, D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 1.0f, 0, 0, nullptr);
}
//=================================================================================
// 结束渲染到SwapChain
// 状态转换: RENDER_TARGET → PRESENT
//=================================================================================
void EndRenderToSwapChain(ID3D12GraphicsCommandList* inCommandList) {
D3D12_RESOURCE_BARRIER barrier = InitResourceBarrier(gColorRTs[gCurrentRTIndex], D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT);
inCommandList->ResourceBarrier(1, &barrier);
}
//=================================================================================
// 交换缓冲区 (显示渲染结果)
//=================================================================================
void SwapD3D12Buffers() {
gSwapChain->Present(0, 0);
}
//=================================================================================
// 获取D3D12设备
//=================================================================================
ID3D12Device* GetD3DDevice() {
return gD3D12Device;
}
//=================================================================================
// Win32 窗口相关
//=================================================================================
LPCTSTR gWindowClassName = L"BattleFire";
//=================================================================================
// 窗口消息回调函数
//=================================================================================
LRESULT CALLBACK WindowProc(HWND inHWND, UINT inMSG, WPARAM inWParam, LPARAM inLParam) {
switch (inMSG) {
case WM_CLOSE:
PostQuitMessage(0);
break;
}
return DefWindowProc(inHWND, inMSG, inWParam, inLParam);
}
//=================================================================================
// 主入口函数 WinMain
// 程序入口点
//=================================================================================
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int inShowCmd) {
WNDCLASSEX wndClassEx;
wndClassEx.cbSize = sizeof(WNDCLASSEX);
wndClassEx.style = CS_HREDRAW | CS_VREDRAW;
wndClassEx.cbClsExtra = NULL;
wndClassEx.cbWndExtra = NULL;
wndClassEx.hInstance = hInstance;
wndClassEx.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wndClassEx.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
wndClassEx.hCursor = LoadCursor(NULL, IDC_ARROW);
wndClassEx.hbrBackground = NULL;
wndClassEx.lpszMenuName = NULL;
wndClassEx.lpszClassName = gWindowClassName;
wndClassEx.lpfnWndProc = WindowProc;
if (!RegisterClassEx(&wndClassEx)) {
MessageBox(NULL, L"Register Class Failed!", L"Error", MB_OK | MB_ICONERROR);
return -1;
}
int viewportWidth = 1280;
int viewportHeight = 720;
RECT rect;
rect.left = 0;
rect.top = 0;
rect.right = viewportWidth;
rect.bottom = viewportHeight;
AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
int windowWidth = rect.right - rect.left;
int windowHeight = rect.bottom - rect.top;
HWND hwnd = CreateWindowEx(NULL,
gWindowClassName,
L"My Render Window",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT,
windowWidth, windowHeight,
NULL,
NULL,
hInstance,
NULL);
if (!hwnd) {
MessageBox(NULL, L"Create Window Failed!", L"Error", MB_OK | MB_ICONERROR);
return -1;
}
InitD3D12(hwnd, 1280, 720);
ID3D12GraphicsCommandList* commandList = GetCommandList();
ID3D12CommandAllocator* commandAllocator = GetCommandAllocator();
StaticMeshComponent staticMeshComponent;
staticMeshComponent.InitFromFile(commandList, "Res/Model/Sphere.lhsm");
ID3D12RootSignature* rootSignature = InitRootSignature();
D3D12_SHADER_BYTECODE vs, gs, ps;
CreateShaderFromFile(L"Res/Shader/gs.hlsl", "MainVS", "vs_5_1", &vs);
CreateShaderFromFile(L"Res/Shader/gs.hlsl", "MainGS", "gs_5_1", &gs);
CreateShaderFromFile(L"Res/Shader/gs.hlsl", "MainPS", "ps_5_1", &ps);
ID3D12PipelineState* pso = CreatePSO(rootSignature, vs, ps, gs);
ID3D12Resource* cb = CreateConstantBufferObject(65536);
DirectX::XMMATRIX projectionMatrix = DirectX::XMMatrixPerspectiveFovLH(
(45.0f * 3.141592f) / 180.0f, 1280.0f / 720.0f, 0.1f, 1000.0f);
DirectX::XMMATRIX viewMatrix = DirectX::XMMatrixIdentity();
DirectX::XMMATRIX modelMatrix = DirectX::XMMatrixTranslation(0.0f, 0.0f, 5.0f);
DirectX::XMFLOAT4X4 tempMatrix;
float matrices[64];
DirectX::XMStoreFloat4x4(&tempMatrix, projectionMatrix);
memcpy(matrices, &tempMatrix, sizeof(float) * 16);
DirectX::XMStoreFloat4x4(&tempMatrix, viewMatrix);
memcpy(matrices + 16, &tempMatrix, sizeof(float) * 16);
DirectX::XMStoreFloat4x4(&tempMatrix, modelMatrix);
memcpy(matrices + 32, &tempMatrix, sizeof(float) * 16);
DirectX::XMVECTOR determinant;
DirectX::XMMATRIX inverseModelMatrix = DirectX::XMMatrixInverse(&determinant, modelMatrix);
if (DirectX::XMVectorGetX(determinant) != 0.0f) {
DirectX::XMMATRIX normalMatrix = DirectX::XMMatrixTranspose(inverseModelMatrix);
DirectX::XMStoreFloat4x4(&tempMatrix, modelMatrix);
memcpy(matrices + 48, &tempMatrix, sizeof(float) * 16);
}
UpdateConstantBuffer(cb, matrices, sizeof(float) * 64);
ID3D12Resource* sb = CreateConstantBufferObject(65536);
struct MaterialData {
float r;
};
MaterialData* materialDatas = new MaterialData[3000];
for (int i = 0; i < 3000; i++) {
materialDatas[i].r = srandom() * 0.1f + 0.1f;
}
UpdateConstantBuffer(sb, materialDatas, sizeof(MaterialData) * 3000);
int imageWidth, imageHeight, imageChannel;
stbi_uc* pixels = stbi_load("Res/Image/earth_d.jpg", &imageWidth, &imageHeight, &imageChannel, 4);
ID3D12Resource* texture = CreateTexture2D(commandList, pixels,
imageWidth * imageHeight * imageChannel, imageWidth, imageHeight, DXGI_FORMAT_R8G8B8A8_UNORM);
delete[] pixels;
ID3D12Device* d3dDevice = GetD3DDevice();
ID3D12DescriptorHeap* srvHeap = nullptr;
D3D12_DESCRIPTOR_HEAP_DESC d3dDescriptorHeapDescSRV = {};
d3dDescriptorHeapDescSRV.NumDescriptors = 3;
d3dDescriptorHeapDescSRV.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
d3dDescriptorHeapDescSRV.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
d3dDevice->CreateDescriptorHeap(&d3dDescriptorHeapDescSRV, IID_PPV_ARGS(&srvHeap));
ID3D12DescriptorHeap* descriptorHeaps[] = { srvHeap };
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = 1;
D3D12_CPU_DESCRIPTOR_HANDLE srvHeapPtr = srvHeap->GetCPUDescriptorHandleForHeapStart();
d3dDevice->CreateShaderResourceView(texture, &srvDesc, srvHeapPtr);
srvHeapPtr.ptr += d3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
EndCommandList();
WaitForCompletionOfCommandList();
ShowWindow(hwnd, inShowCmd);
UpdateWindow(hwnd);
float color[] = { 0.5f,0.5f,0.5f,1.0f };
MSG msg;
DWORD last_time = timeGetTime();
DWORD appStartTime = last_time;
while (true) {
ZeroMemory(&msg, sizeof(MSG));
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
if (msg.message == WM_QUIT) {
break;
}
TranslateMessage(&msg);
DispatchMessage(&msg);
} else {
WaitForCompletionOfCommandList();
DWORD current_time = timeGetTime();
DWORD frameTime = current_time - last_time;
DWORD timeSinceAppStartInMS = current_time - appStartTime;
last_time = current_time;
float frameTimeInSecond = float(frameTime) / 1000.0f;
float timeSinceAppStartInSecond = float(timeSinceAppStartInMS) / 1000.0f;
color[0] = timeSinceAppStartInSecond;
commandAllocator->Reset();
commandList->Reset(commandAllocator, nullptr);
BeginRenderToSwapChain(commandList);
commandList->SetPipelineState(pso);
commandList->SetGraphicsRootSignature(rootSignature);
commandList->SetDescriptorHeaps(_countof(descriptorHeaps), descriptorHeaps);
commandList->SetGraphicsRootConstantBufferView(0, cb->GetGPUVirtualAddress());
commandList->SetGraphicsRoot32BitConstants(1, 4, color, 0);
commandList->SetGraphicsRootDescriptorTable(2, srvHeap->GetGPUDescriptorHandleForHeapStart());
commandList->SetGraphicsRootShaderResourceView(3, sb->GetGPUVirtualAddress());
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
staticMeshComponent.Render(commandList);
EndRenderToSwapChain(commandList);
EndCommandList();
SwapD3D12Buffers();
}
}
return 0;
}

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@@ -0,0 +1,2 @@
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

7194
tests/D3D12/stbi/stb_image.h Normal file

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