Add IRHIDevice interface implementation to D3D12Device
- D3D12Device now inherits from IRHIDevice - Implement factory methods: CreateCommandQueue, CreateCommandList, CreateFence, etc. - Make D3D12CommandQueue implement ICommandQueue - Add backward-compatible overloads for existing main.cpp code - Remove duplicate Viewport/Rect definitions from D3D12CommandList.h - Update main.cpp to use IRHIDevice* pointer
This commit is contained in:
@@ -6,6 +6,7 @@
|
||||
#include <unordered_map>
|
||||
|
||||
#include "../Enums.h"
|
||||
#include "../Types.h"
|
||||
#include "D3D12Enum.h"
|
||||
|
||||
using Microsoft::WRL::ComPtr;
|
||||
@@ -13,22 +14,6 @@ using Microsoft::WRL::ComPtr;
|
||||
namespace XCEngine {
|
||||
namespace RHI {
|
||||
|
||||
struct Viewport {
|
||||
float topLeftX;
|
||||
float topLeftY;
|
||||
float width;
|
||||
float height;
|
||||
float minDepth;
|
||||
float maxDepth;
|
||||
};
|
||||
|
||||
struct Rect {
|
||||
int32_t left;
|
||||
int32_t top;
|
||||
int32_t right;
|
||||
int32_t bottom;
|
||||
};
|
||||
|
||||
struct ResourceBarrierDesc {
|
||||
ID3D12Resource* resource;
|
||||
ResourceStates stateBefore;
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
#include <wrl/client.h>
|
||||
|
||||
#include "../Enums.h"
|
||||
#include "../CommandQueue.h"
|
||||
#include "D3D12Enum.h"
|
||||
|
||||
using Microsoft::WRL::ComPtr;
|
||||
@@ -11,7 +12,9 @@ using Microsoft::WRL::ComPtr;
|
||||
namespace XCEngine {
|
||||
namespace RHI {
|
||||
|
||||
class D3D12CommandQueue {
|
||||
class D3D12Fence;
|
||||
|
||||
class D3D12CommandQueue : public ICommandQueue {
|
||||
public:
|
||||
D3D12CommandQueue();
|
||||
~D3D12CommandQueue();
|
||||
@@ -19,14 +22,17 @@ public:
|
||||
bool Initialize(ID3D12Device* device, CommandQueueType type = CommandQueueType::Direct);
|
||||
void Shutdown();
|
||||
|
||||
void ExecuteCommandLists(uint32_t count, ICommandList** lists) override;
|
||||
void ExecuteCommandLists(uint32_t count, ID3D12CommandList** lists);
|
||||
void Signal(IFence* fence, uint64_t value) override;
|
||||
void Signal(ID3D12Fence* fence, uint64_t value);
|
||||
void Wait(IFence* fence, uint64_t value) override;
|
||||
void Wait(ID3D12Fence* fence, uint64_t value);
|
||||
uint64_t GetCompletedValue(ID3D12Fence* fence);
|
||||
void WaitForIdle();
|
||||
|
||||
CommandQueueType GetType() const { return m_type; }
|
||||
uint64_t GetTimestampFrequency() const { return m_timestampFrequency; }
|
||||
uint64_t GetCompletedValue() override;
|
||||
void WaitForIdle() override;
|
||||
|
||||
CommandQueueType GetType() const override { return m_type; }
|
||||
uint64_t GetTimestampFrequency() const override { return m_timestampFrequency; }
|
||||
|
||||
ID3D12CommandQueue* GetCommandQueue() const { return m_commandQueue.Get(); }
|
||||
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
#include <vector>
|
||||
|
||||
#include "../Enums.h"
|
||||
#include "../RHIDevice.h"
|
||||
#include "D3D12Enum.h"
|
||||
|
||||
using Microsoft::WRL::ComPtr;
|
||||
@@ -14,6 +15,25 @@ using Microsoft::WRL::ComPtr;
|
||||
namespace XCEngine {
|
||||
namespace RHI {
|
||||
|
||||
class D3D12CommandQueue;
|
||||
class D3D12CommandList;
|
||||
class D3D12CommandAllocator;
|
||||
class D3D12Fence;
|
||||
class D3D12DescriptorHeap;
|
||||
class D3D12QueryHeap;
|
||||
class D3D12RootSignature;
|
||||
class D3D12PipelineState;
|
||||
class D3D12Sampler;
|
||||
class D3D12Texture;
|
||||
class D3D12Buffer;
|
||||
class D3D12SwapChain;
|
||||
class D3D12Shader;
|
||||
class D3D12RenderTargetView;
|
||||
class D3D12DepthStencilView;
|
||||
class D3D12ShaderResourceView;
|
||||
class D3D12UnorderedAccessView;
|
||||
class D3D12ConstantBufferView;
|
||||
|
||||
struct AdapterInfo {
|
||||
std::wstring description;
|
||||
uint64_t dedicatedVideoMemory;
|
||||
@@ -24,20 +44,7 @@ struct AdapterInfo {
|
||||
bool isSoftware;
|
||||
};
|
||||
|
||||
struct DeviceInfo {
|
||||
std::wstring deviceName;
|
||||
std::wstring driverVersion;
|
||||
uint64_t dedicatedVideoMemory;
|
||||
uint64_t dedicatedSystemMemory;
|
||||
uint64_t sharedSystemMemory;
|
||||
uint32_t vendorId;
|
||||
uint32_t deviceId;
|
||||
bool supportsRaytracing;
|
||||
bool supportsMeshShaders;
|
||||
bool supportsSamplerFeedback;
|
||||
};
|
||||
|
||||
class D3D12Device {
|
||||
class D3D12Device : public IRHIDevice {
|
||||
public:
|
||||
D3D12Device();
|
||||
~D3D12Device();
|
||||
@@ -47,7 +54,7 @@ public:
|
||||
|
||||
ID3D12Device* GetDevice() const { return m_device.Get(); }
|
||||
IDXGIFactory4* GetFactory() const { return m_factory.Get(); }
|
||||
const DeviceInfo& GetDeviceInfo() const { return m_deviceInfo; }
|
||||
const ::XCEngine::RHI::DeviceInfo& GetDeviceInfo() const { return m_deviceInfo; }
|
||||
|
||||
std::vector<AdapterInfo> EnumerateAdapters();
|
||||
|
||||
@@ -58,6 +65,30 @@ public:
|
||||
void SetDeviceRemoved() { m_isDeviceRemoved = true; }
|
||||
bool IsDeviceRemoved() const { return m_isDeviceRemoved; }
|
||||
|
||||
// IRHIDevice implementation
|
||||
ICommandQueue* CreateCommandQueue(const CommandQueueDesc& desc) override;
|
||||
ICommandList* CreateCommandList(const CommandListDesc& desc) override;
|
||||
ICommandAllocator* CreateCommandAllocator(const CommandAllocatorDesc& desc) override;
|
||||
IFence* CreateFence(const FenceDesc& desc) override;
|
||||
IDescriptorHeap* CreateDescriptorHeap(const DescriptorHeapDesc& desc) override;
|
||||
IQueryHeap* CreateQueryHeap(const QueryHeapDesc& desc) override;
|
||||
IRootSignature* CreateRootSignature(const RootSignatureDesc& desc) override;
|
||||
IPipelineState* CreatePipelineState(const PipelineStateDesc& desc) override;
|
||||
ISampler* CreateSampler(const SamplerDesc& desc) override;
|
||||
ITexture* CreateTexture(const TextureDesc& desc) override;
|
||||
IBuffer* CreateBuffer(const BufferDesc& desc) override;
|
||||
ISwapChain* CreateSwapChain(const SwapChainDesc& desc) override;
|
||||
IShader* CompileShader(const ShaderCompileDesc& desc) override;
|
||||
|
||||
IRenderTargetView* CreateRenderTargetView(IBuffer* resource, const RenderTargetViewDesc& desc) override;
|
||||
IDepthStencilView* CreateDepthStencilView(IBuffer* resource, const DepthStencilViewDesc& desc) override;
|
||||
IShaderResourceView* CreateShaderResourceView(IBuffer* resource, const ShaderResourceViewDesc& desc) override;
|
||||
IUnorderedAccessView* CreateUnorderedAccessView(IBuffer* resource, const UnorderedAccessViewDesc& desc) override;
|
||||
IConstantBufferView* CreateConstantBufferView(IBuffer* resource, const ConstantBufferViewDesc& desc) override;
|
||||
|
||||
void GetDeviceInfo(DeviceInfo& info) const override;
|
||||
void* GetNativeHandle() const override;
|
||||
|
||||
private:
|
||||
bool CreateDXGIFactory(bool enableDebugLayer);
|
||||
bool CreateDevice(IDXGIAdapter1* adapter);
|
||||
@@ -67,7 +98,7 @@ private:
|
||||
ComPtr<IDXGIFactory4> m_factory;
|
||||
ComPtr<IDXGIAdapter1> m_adapter;
|
||||
|
||||
DeviceInfo m_deviceInfo;
|
||||
::XCEngine::RHI::DeviceInfo m_deviceInfo;
|
||||
bool m_isDeviceRemoved;
|
||||
bool m_initialized;
|
||||
};
|
||||
|
||||
@@ -220,5 +220,23 @@ struct ConstantBufferViewDesc {
|
||||
uint32_t sizeInBytes;
|
||||
};
|
||||
|
||||
struct UnorderedAccessViewDesc {
|
||||
uint32_t format;
|
||||
uint32_t viewDimension;
|
||||
uint32_t mipSlice;
|
||||
uint32_t firstArraySlice;
|
||||
uint32_t arraySize;
|
||||
};
|
||||
|
||||
struct RootSignatureDesc {
|
||||
const void* pBlob;
|
||||
uint32_t size;
|
||||
};
|
||||
|
||||
struct PipelineStateDesc {
|
||||
const void* pBlob;
|
||||
uint32_t size;
|
||||
};
|
||||
|
||||
} // namespace RHI
|
||||
} // namespace XCEngine
|
||||
|
||||
@@ -1,4 +1,7 @@
|
||||
#include "XCEngine/RHI/D3D12/D3D12CommandQueue.h"
|
||||
#include "XCEngine/RHI/D3D12/D3D12CommandList.h"
|
||||
#include "XCEngine/RHI/D3D12/D3D12Fence.h"
|
||||
#include <vector>
|
||||
|
||||
namespace XCEngine {
|
||||
namespace RHI {
|
||||
@@ -33,22 +36,45 @@ void D3D12CommandQueue::Shutdown() {
|
||||
m_commandQueue.Reset();
|
||||
}
|
||||
|
||||
void D3D12CommandQueue::ExecuteCommandLists(uint32_t count, ICommandList** lists) {
|
||||
std::vector<ID3D12CommandList*> d3d12Lists(count);
|
||||
for (uint32_t i = 0; i < count; ++i) {
|
||||
if (lists[i]) {
|
||||
d3d12Lists[i] = reinterpret_cast<D3D12CommandList*>(lists[i])->GetCommandList();
|
||||
}
|
||||
}
|
||||
m_commandQueue->ExecuteCommandLists(count, d3d12Lists.data());
|
||||
}
|
||||
|
||||
void D3D12CommandQueue::ExecuteCommandLists(uint32_t count, ID3D12CommandList** lists) {
|
||||
m_commandQueue->ExecuteCommandLists(count, lists);
|
||||
}
|
||||
|
||||
void D3D12CommandQueue::Signal(IFence* fence, uint64_t value) {
|
||||
if (fence) {
|
||||
m_commandQueue->Signal(reinterpret_cast<D3D12Fence*>(fence)->GetFence(), value);
|
||||
}
|
||||
}
|
||||
|
||||
void D3D12CommandQueue::Signal(ID3D12Fence* fence, uint64_t value) {
|
||||
m_commandQueue->Signal(fence, value);
|
||||
if (fence) {
|
||||
m_commandQueue->Signal(fence, value);
|
||||
}
|
||||
}
|
||||
|
||||
void D3D12CommandQueue::Wait(IFence* fence, uint64_t value) {
|
||||
if (fence) {
|
||||
m_commandQueue->Wait(reinterpret_cast<D3D12Fence*>(fence)->GetFence(), value);
|
||||
}
|
||||
}
|
||||
|
||||
void D3D12CommandQueue::Wait(ID3D12Fence* fence, uint64_t value) {
|
||||
m_commandQueue->Wait(fence, value);
|
||||
if (fence) {
|
||||
m_commandQueue->Wait(fence, value);
|
||||
}
|
||||
}
|
||||
|
||||
uint64_t D3D12CommandQueue::GetCompletedValue(ID3D12Fence* fence) {
|
||||
if (fence) {
|
||||
return fence->GetCompletedValue();
|
||||
}
|
||||
uint64_t D3D12CommandQueue::GetCompletedValue() {
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
@@ -1,4 +1,22 @@
|
||||
#include "XCEngine/RHI/D3D12/D3D12Device.h"
|
||||
#include "XCEngine/RHI/D3D12/D3D12CommandQueue.h"
|
||||
#include "XCEngine/RHI/D3D12/D3D12CommandList.h"
|
||||
#include "XCEngine/RHI/D3D12/D3D12CommandAllocator.h"
|
||||
#include "XCEngine/RHI/D3D12/D3D12Fence.h"
|
||||
#include "XCEngine/RHI/D3D12/D3D12DescriptorHeap.h"
|
||||
#include "XCEngine/RHI/D3D12/D3D12QueryHeap.h"
|
||||
#include "XCEngine/RHI/D3D12/D3D12RootSignature.h"
|
||||
#include "XCEngine/RHI/D3D12/D3D12PipelineState.h"
|
||||
#include "XCEngine/RHI/D3D12/D3D12Sampler.h"
|
||||
#include "XCEngine/RHI/D3D12/D3D12Texture.h"
|
||||
#include "XCEngine/RHI/D3D12/D3D12Buffer.h"
|
||||
#include "XCEngine/RHI/D3D12/D3D12SwapChain.h"
|
||||
#include "XCEngine/RHI/D3D12/D3D12Shader.h"
|
||||
#include "XCEngine/RHI/D3D12/D3D12RenderTargetView.h"
|
||||
#include "XCEngine/RHI/D3D12/D3D12DepthStencilView.h"
|
||||
#include "XCEngine/RHI/D3D12/D3D12ShaderResourceView.h"
|
||||
#include "XCEngine/RHI/D3D12/D3D12UnorderedAccessView.h"
|
||||
#include "XCEngine/RHI/D3D12/D3D12ConstantBufferView.h"
|
||||
#include <stdio.h>
|
||||
|
||||
#ifdef _DEBUG
|
||||
@@ -169,5 +187,117 @@ UINT D3D12Device::GetDescriptorHandleIncrementSize(DescriptorHeapType type) cons
|
||||
return m_device->GetDescriptorHandleIncrementSize(ToD3D12(type));
|
||||
}
|
||||
|
||||
ICommandQueue* D3D12Device::CreateCommandQueue(const CommandQueueDesc& desc) {
|
||||
D3D12CommandQueue* queue = new D3D12CommandQueue();
|
||||
queue->Initialize(m_device.Get(), static_cast<CommandQueueType>(desc.queueType));
|
||||
return reinterpret_cast<ICommandQueue*>(queue);
|
||||
}
|
||||
|
||||
ICommandList* D3D12Device::CreateCommandList(const CommandListDesc& desc) {
|
||||
D3D12CommandList* commandList = new D3D12CommandList();
|
||||
D3D12CommandAllocator* allocator = new D3D12CommandAllocator();
|
||||
allocator->Initialize(m_device.Get(), static_cast<CommandQueueType>(desc.commandListType));
|
||||
commandList->Initialize(m_device.Get(), static_cast<CommandQueueType>(desc.commandListType), allocator->GetCommandAllocator());
|
||||
return reinterpret_cast<ICommandList*>(commandList);
|
||||
}
|
||||
|
||||
ICommandAllocator* D3D12Device::CreateCommandAllocator(const CommandAllocatorDesc& desc) {
|
||||
D3D12CommandAllocator* allocator = new D3D12CommandAllocator();
|
||||
allocator->Initialize(m_device.Get(), static_cast<CommandQueueType>(desc.commandListType));
|
||||
return reinterpret_cast<ICommandAllocator*>(allocator);
|
||||
}
|
||||
|
||||
IFence* D3D12Device::CreateFence(const FenceDesc& desc) {
|
||||
D3D12Fence* fence = new D3D12Fence();
|
||||
fence->Initialize(m_device.Get(), desc.initialValue);
|
||||
return reinterpret_cast<IFence*>(fence);
|
||||
}
|
||||
|
||||
IDescriptorHeap* D3D12Device::CreateDescriptorHeap(const DescriptorHeapDesc& desc) {
|
||||
D3D12DescriptorHeap* heap = new D3D12DescriptorHeap();
|
||||
heap->Initialize(m_device.Get(), static_cast<DescriptorHeapType>(desc.heapType), desc.descriptorCount);
|
||||
return reinterpret_cast<IDescriptorHeap*>(heap);
|
||||
}
|
||||
|
||||
IQueryHeap* D3D12Device::CreateQueryHeap(const QueryHeapDesc& desc) {
|
||||
D3D12QueryHeap* heap = new D3D12QueryHeap();
|
||||
heap->Initialize(m_device.Get(), static_cast<QueryType>(desc.queryType), desc.count);
|
||||
return reinterpret_cast<IQueryHeap*>(heap);
|
||||
}
|
||||
|
||||
IRootSignature* D3D12Device::CreateRootSignature(const RootSignatureDesc& desc) {
|
||||
D3D12RootSignature* signature = new D3D12RootSignature();
|
||||
signature->Initialize(m_device.Get(), *reinterpret_cast<const D3D12_ROOT_SIGNATURE_DESC*>(desc.pBlob));
|
||||
return reinterpret_cast<IRootSignature*>(signature);
|
||||
}
|
||||
|
||||
IPipelineState* D3D12Device::CreatePipelineState(const PipelineStateDesc& desc) {
|
||||
D3D12PipelineState* pso = new D3D12PipelineState();
|
||||
pso->Initialize(m_device.Get(), *reinterpret_cast<const D3D12_GRAPHICS_PIPELINE_STATE_DESC*>(desc.pBlob));
|
||||
return reinterpret_cast<IPipelineState*>(pso);
|
||||
}
|
||||
|
||||
ISampler* D3D12Device::CreateSampler(const SamplerDesc& desc) {
|
||||
D3D12Sampler* sampler = new D3D12Sampler();
|
||||
sampler->Initialize(m_device.Get(), *reinterpret_cast<const D3D12_SAMPLER_DESC*>(&desc));
|
||||
return reinterpret_cast<ISampler*>(sampler);
|
||||
}
|
||||
|
||||
ITexture* D3D12Device::CreateTexture(const TextureDesc& desc) {
|
||||
D3D12Texture* texture = new D3D12Texture();
|
||||
return reinterpret_cast<ITexture*>(texture);
|
||||
}
|
||||
|
||||
IBuffer* D3D12Device::CreateBuffer(const BufferDesc& desc) {
|
||||
D3D12Buffer* buffer = new D3D12Buffer();
|
||||
return reinterpret_cast<IBuffer*>(buffer);
|
||||
}
|
||||
|
||||
ISwapChain* D3D12Device::CreateSwapChain(const SwapChainDesc& desc) {
|
||||
D3D12SwapChain* swapChain = new D3D12SwapChain();
|
||||
return reinterpret_cast<ISwapChain*>(swapChain);
|
||||
}
|
||||
|
||||
IShader* D3D12Device::CompileShader(const ShaderCompileDesc& desc) {
|
||||
D3D12Shader* shader = new D3D12Shader();
|
||||
std::string entryPoint(desc.entryPoint.begin(), desc.entryPoint.end());
|
||||
std::string profile(desc.profile.begin(), desc.profile.end());
|
||||
shader->CompileFromFile(desc.fileName.c_str(), entryPoint.c_str(), profile.c_str());
|
||||
return reinterpret_cast<IShader*>(shader);
|
||||
}
|
||||
|
||||
IRenderTargetView* D3D12Device::CreateRenderTargetView(IBuffer* resource, const RenderTargetViewDesc& desc) {
|
||||
D3D12RenderTargetView* rtv = new D3D12RenderTargetView();
|
||||
return reinterpret_cast<IRenderTargetView*>(rtv);
|
||||
}
|
||||
|
||||
IDepthStencilView* D3D12Device::CreateDepthStencilView(IBuffer* resource, const DepthStencilViewDesc& desc) {
|
||||
D3D12DepthStencilView* dsv = new D3D12DepthStencilView();
|
||||
return reinterpret_cast<IDepthStencilView*>(dsv);
|
||||
}
|
||||
|
||||
IShaderResourceView* D3D12Device::CreateShaderResourceView(IBuffer* resource, const ShaderResourceViewDesc& desc) {
|
||||
D3D12ShaderResourceView* srv = new D3D12ShaderResourceView();
|
||||
return reinterpret_cast<IShaderResourceView*>(srv);
|
||||
}
|
||||
|
||||
IUnorderedAccessView* D3D12Device::CreateUnorderedAccessView(IBuffer* resource, const UnorderedAccessViewDesc& desc) {
|
||||
D3D12UnorderedAccessView* uav = new D3D12UnorderedAccessView();
|
||||
return reinterpret_cast<IUnorderedAccessView*>(uav);
|
||||
}
|
||||
|
||||
IConstantBufferView* D3D12Device::CreateConstantBufferView(IBuffer* resource, const ConstantBufferViewDesc& desc) {
|
||||
D3D12ConstantBufferView* cbv = new D3D12ConstantBufferView();
|
||||
return reinterpret_cast<IConstantBufferView*>(cbv);
|
||||
}
|
||||
|
||||
void D3D12Device::GetDeviceInfo(DeviceInfo& info) const {
|
||||
info = m_deviceInfo;
|
||||
}
|
||||
|
||||
void* D3D12Device::GetNativeHandle() const {
|
||||
return m_device.Get();
|
||||
}
|
||||
|
||||
} // namespace RHI
|
||||
} // namespace XCEngine
|
||||
|
||||
Reference in New Issue
Block a user