Commit Graph

58 Commits

Author SHA1 Message Date
0a3fe842b9 Refactor RHI ResourceView abstraction layer for unified cross-platform interface
- Create unified RHIResourceView base interface with type-specific Initialize methods
- Implement D3D12ResourceView with RTV/DSV/SRV/UAV/CBV support
- Implement OpenGL ResourceView simulation layer using FBO, texture units, and UBO
- Add OpenGLTextureUnitAllocator for managing texture unit bindings
- Add OpenGLUniformBufferManager for UBO binding points
- Add OpenGLFramebuffer for FBO management
- Remove deprecated D3D12 view classes (RenderTargetView, DepthStencilView, etc.)
- Fix ExecuteCommandLists type confusion bug by adding GetNativeHandle to RHICommandList
- Fix test bug where Close() was called before ExecuteCommandLists
- Update all integration tests to use new D3D12ResourceView class
- All tests pass: 144 unit tests + 8 integration tests
2026-03-24 03:49:13 +08:00
92ab6f5484 Fix D3D12CommandQueue::ExecuteCommandLists type confusion bug
- Cast void* to ID3D12CommandList* directly instead of D3D12CommandList*
- Remove erroneous Reset() call - caller is responsible for resetting
- Fixes SEH exception 0xc0000005 when executing command lists
2026-03-24 02:35:59 +08:00
08c01dd143 RHI: Refactor Fence module to pure timeline semantics
- Remove IsSignaled() from RHIFence interface (semantic inconsistency)
- Remove Reset() from OpenGL implementation (no D3D12 counterpart)
- OpenGL Fence now uses single GLsync + CPU counters for timeline simulation
- OpenGL Fence Initialize() now accepts uint64_t initialValue (was bool)
- Add comprehensive timeline semantics tests for all backends:
  - Signal increment/decrement scenarios
  - Multiple signals
  - Wait smaller than completed value
  - GetCompletedValue stages verification
- Update documentation to reflect actual implementation
2026-03-24 01:53:00 +08:00
92d817e16e D3D12: Fix GetCompletedValue() returning hardcoded 0
Was returning 0 unconditionally. Now correctly returns
m_frameFence->GetCompletedValue() to report GPU progress.
2026-03-24 00:22:37 +08:00
c700e536c5 D3D12: Implement ClearRenderTarget by tracking bound RTV handles
- Add m_boundRenderTargets and m_boundDepthStencil members to D3D12CommandList
- SetRenderTargetsHandle now saves bound RTV handles for later clear operations
- ClearRenderTargetView(ID3D12Resource*, ...) clears all bound render targets
- Reset() clears bound targets list
- Follows D3D12 best practice: RTV is bound via OMSetRenderTargets, then cleared
2026-03-24 00:16:57 +08:00
36c1c8338f fix: D3D12 CommandQueue and SwapChain unit test fixes
- CommandQueue::ExecuteCommandLists: fix type conversion from void** to ID3D12CommandList**, reset command list before execution, add null checks
- SwapChain::ShouldClose: add m_shouldClose member and implement getter/setter
- SwapChain::SetFullscreen: add m_fullscreen member to track state locally
2026-03-23 23:52:27 +08:00
89d13a4ae4 fix: D3D12 CreateTexture defaults and CommandList RTV support
- Add default value handling for sampleCount, mipLevels, depth in CreateTexture
- Add RTV descriptor heap to D3D12CommandList for future ClearRenderTarget implementation
- ClearRenderTarget remains stub (requires full D3D12 render pipeline state)
2026-03-23 21:46:14 +08:00
6935a91a1f fix: RHI抽象层单元测试修复
- 实现 D3D12Device::CreateCommandQueue/CreateCommandList/CreateSwapChain
- 修复 Buffer::Map 对 DEFAULT heap 的问题 (Vertex/Index 使用 UPLOAD heap)
- 修复 Fence::IsSignaled() 初始值问题
- 修复 Sampler::GetNativeHandle() 返回值
- 修复 RHICapabilities 和 RHIDeviceInfo 初始化
- 修复 Shader 测试 (空 ShaderCompileDesc 预期)
- 修复 RHITestFixture 创建窗口句柄
- 重命名 opengl_engine_tests -> rhi_opengl_tests
- 添加 tests/RHI/unit/ 到构建系统

测试结果: 22 passed -> 59 passed
2026-03-23 18:53:29 +08:00
f427699ac6 refactor: improve test infrastructure and fix OpenGL GLAD initialization
- Rename D3D12Enum.h to D3D12Enums.h for naming consistency
- Fix OpenGL unit test GLAD initialization by using gladLoadGL()
  instead of gladLoadGLLoader(wglGetProcAddress) for fallback support
- Migrate remaining tests to use gtest_discover_tests for granular
  test discovery (math, core, containers, memory, threading, debug,
  components, scene, resources, input, opengl)
- Remove obsolete TEST_RESOURCES_DIR and copy_directory commands
  from OpenGL unit test CMakeLists (minimal/Res doesn't exist)
- Update TEST_SPEC.md with performance metrics and per-module
  build/test commands for faster development workflow
- Update CMake path references to use lowercase paths
2026-03-23 00:43:02 +08:00
6c92164a03 fix: D3D12 sphere rendering - correct matrix math, enable depth test, add texture sampling
- Fix TranslationMatrix to use correct indices (m12/m13/m14 for translation)
- Fix PerspectiveMatrix projection formula
- Enable depth testing (was disabled)
- Add texture sampling in pixel shader
- Adjust sphere radius to 1.0 and position to z=5
- Fix D3D12Buffer copy size calculation
2026-03-22 17:58:30 +08:00
a6c6482125 D3D12: Fix Quad test screenshot and update texture
- Fix SetGraphicsRootDescriptorTable call order (SetRootSignature before SetPipelineState)
- Rename texture earth_d.jpg -> earth.png
- Fix vertex order for TriangleStrip quad rendering
- Add integration test README
- Add debug logging to D3D12Screenshot
- Remove obsolete run.bat
2026-03-21 15:54:15 +08:00
c563db3123 D3D12: Add Quad integration test with texture sampling
- Add quad test that renders a textured quad with earth texture
- Add quad.hlsl shader with texture sampling (Texture2D + SamplerState)
- Add SRV descriptor heap and root signature with SRV table
- Fix MessageBox errors -> Log() console output
- Fix shader float2->float4 type mismatch
- Fix texture initialization to use proper command list handling
- Add shader error output to stderr in D3D12Shader
- Add Map error logging in D3D12Screenshot
2026-03-21 12:38:16 +08:00
26fe3cd835 D3D12: Add bounds check to GetBackBuffer and update unit tests
- Add assert() bounds check to GetBackBuffer() to catch invalid indices
- Include <cassert> in D3D12SwapChain.cpp
- Update test_swap_chain.cpp to use reference return type
- Mark InvalidIndex test as DISABLED (assert aborts on invalid index)
- Update get-back-buffer.md documentation
2026-03-20 18:35:00 +08:00
34c04af6cb D3D12: Fix texture ownership semantics and remove GetSwapChain() exposure
This commit fixes the D3D12 texture architecture issues:

1. D3D12Texture ownership semantics:
   - Add m_ownsResource member to track resource ownership
   - InitializeFromExisting() now takes ownsResource parameter (default false)
   - Shutdown() only releases resource if ownsResource is true
   - Initialize() sets m_ownsResource = true for created resources

2. D3D12SwapChain changes:
   - Remove GetSwapChain() method (was exposing native D3D12 API)
   - Change GetBackBuffer() to return reference instead of pointer
   - Back buffers initialized with ownsResource = false

3. minimal/main.cpp updates:
   - Remove gColorRTs[2] array (was duplicating back buffer wrapping)
   - Direct use of gSwapChain.GetBackBuffer(i) instead
   - All references updated to use encapsulated API

4. Documentation:
   - Update TEST_SPEC.md v1.3
   - Remove known limitation 7.2 (minimal GetBuffer issue fixed)
   - Add D3D12_Texture_Architecture_Fix_Plan.md design document
2026-03-20 17:58:27 +08:00
3cd3b04c7e D3D12: Add Screenshot wrapper overload and document known limitations
- Add D3D12Screenshot::Capture(D3D12Device&, D3D12CommandQueue&, D3D12Texture&, const char*) wrapper overload
- Update minimal integration test to use encapsulated APIs
- Add DescriptorHeap wrapper unit tests
- Document minimal GetBuffer native call as known limitation in TEST_SPEC.md
2026-03-20 17:36:51 +08:00
c52b4ef35c 修复D3D12SwapChain初始化bug并添加单元测试
- 修复Initialize(IDXGIFactory4*, ...)重载缺少m_backBuffers初始化的问题
- 新增test_swap_chain.cpp单元测试文件,包含6个SwapChain测试用例
- 更新unit CMakeLists.txt添加test_swap_chain.cpp和Res路径
2026-03-20 17:07:24 +08:00
4c6e7af02e refactor: encapsulate frame fence synchronization in CommandQueue
- Add WaitForPreviousFrame() and GetCurrentFrame() to RHICommandQueue interface
- D3D12CommandQueue now manages frame fence internally
- ExecuteCommandLists automatically signals fence after command execution
- OpenGLCommandQueue provides stub implementations for interface compliance
- Minimal test now uses CommandQueue::WaitForPreviousFrame() instead of manual fence
2026-03-20 02:51:34 +08:00
77ef74bec6 fix: D3D12 screenshot implementation and tests 2026-03-20 02:35:59 +08:00
a647f5e8ec 修复 D3D12 截图功能:修复 GPU 过载导致的设备移除问题
问题根因:
1. 渲染循环帧率过高导致 GPU 过载(TDR)
2. D3D12CommandList::Reset() 未正确调用底层 Reset()

修复内容:
1. 在 Present 后添加 Sleep(10) 延迟防止 GPU 过载
2. 修复 D3D12CommandList::Reset() 正确调用底层 m_commandList->Reset()
3. 在 D3D12CommandList 中存储 CommandAllocator 引用
4. 在 main_minimal.cpp 中添加截图调用逻辑(30帧后截图保存为 minimal.ppm)

修改文件:
- engine/include/XCEngine/RHI/D3D12/D3D12CommandList.h
- engine/src/RHI/D3D12/D3D12CommandList.cpp
- tests/RHI/D3D12/integration/main_minimal.cpp (新增)
2026-03-20 02:25:15 +08:00
60c8461be3 refactor(RHI): 将窗口管理接口从 RHIDevice 移至 RHISwapChain
- 从 RHIDevice 抽象基类中移除 PollEvents/SwapBuffers/ShouldClose/SetShouldClose 接口
- 这些功能现在应该通过 RHISwapChain 访问
- 符合设计文档中定义的分层架构
2026-03-18 02:32:31 +08:00
a532cabf92 feat(RHI): 添加 RHIDescriptorPool 抽象类
- 新增 RHIDescriptorPool 抽象基类,定义描述符池统一接口
- D3D12DescriptorHeap 现在继承自 RHIDescriptorPool
- 添加 DescriptorPoolDesc 结构体,包含设备指针、类型、数量等信息
- 添加 Initialize(const DescriptorPoolDesc&) 统一初始化方法
2026-03-18 01:46:01 +08:00
a220638298 fix(D3D12): 修复 D3D12Fence::IsSignaled() 实现错误
- 原来实现假设 GetCompletedValue() > 0 即为 signaled,这是错误的
- 添加 m_signalValue 成员变量跟踪最后一次 signal 的值
- IsSignaled() 现在正确检查 GetCompletedValue() >= m_signalValue
2026-03-18 01:37:55 +08:00
70571316da feat(RHI): 添加 RHIFactory 工厂类
- 新增 RHIFactory 头文件和实现,支持通过 RHIType 或字符串创建设备
- 修复 D3D12Buffer 缺失的 Map/Unmap/SetData 实现
- 添加 RHI 工厂测试用例
- 更新 CMakeLists.txt 添加新文件
2026-03-18 01:33:15 +08:00
254f794cdc feat(RHI): add rendering state abstraction to RHICommandList
- Add DepthStencilState and BlendState structs to RHICommandList
- Add SetPrimitiveTopology, SetDepthStencilState, SetStencilRef,
  SetBlendState, SetBlendFactor virtual methods
- Implement new methods in OpenGL backend with full state control
- Implement stub methods in D3D12 backend (states controlled via PSO)
2026-03-17 23:17:43 +08:00
e138fb2075 fix(RHI): 修复 OpenGL/D3D12 后端编译问题
- 修复 OpenGLCommandList 方法签名匹配 RHI 抽象接口
- 修复 OpenGLSwapChain Present/Resize 方法签名
- 添加 OpenGL 特有方法重载支持后端测试(底层逃逸)
- 暂时禁用不兼容的 Resources 模块
- 更新 OpenGL 测试 CMakeLists
2026-03-17 19:35:51 +08:00
a257ff2d8b fix(RHI): 修复抽象基类编译问题 2026-03-17 18:24:08 +08:00
20445999fc feat(RHI): 实现 RHIPipelineState 抽象基类 2026-03-17 18:09:34 +08:00
354b6a5cfc feat(RHI): 实现 RHISwapChain 抽象基类 2026-03-17 18:05:40 +08:00
55865a0252 feat(RHI): 实现 RHICommandList 抽象基类 2026-03-17 18:01:55 +08:00
4638539f17 feat(RHI): 实现 RHICommandQueue 抽象基类 2026-03-17 17:54:44 +08:00
14fb51e61e feat(RHI): 实现 RHIDevice 抽象基类 2026-03-17 17:45:01 +08:00
af718279ff feat(RHI): 实现 RHIFence 抽象基类
- 新增 RHIFence 抽象基类
- D3D12Fence 继承 RHIFence
- OpenGLFence 继承 RHIFence
- 文档更新 RHIFence 差异处理策略
2026-03-17 17:36:17 +08:00
e38d5ccede feat(RHI): 实现 RHIBuffer, RHITexture, RHIShader 抽象基类
- 新增 RHIBuffer, RHITexture, RHIShader 抽象基类
- D3D12Buffer/Texture/Shader 继承抽象基类
- OpenGLBuffer/Texture/Shader 继承抽象基类
- 添加 RHICapabilities, RHIDevice 头文件
- RHIEnums 添加 Fragment/TessControl/TessEvaluation
- 文档更新差异处理策略
2026-03-17 17:26:41 +08:00
8c6516183e test: 添加 D3D12 引擎测试框架
- 修复 engine/CMakeLists.txt 路径问题
- 在 tests/D3D12_engine/test/ 创建测试框架
- 添加基础测试夹具 D3D12TestFixture
- 添加 13 个基础测试用例
- 所有测试通过
2026-03-17 03:29:39 +08:00
d1c7c23527 test: 添加 D3D12 测试框架基础设施
- 创建 engine/src/RHI/D3D12/test/ 目录
- 添加 CMakeLists.txt 构建配置
- 添加基础测试夹具 D3D12TestFixture.h
- 添加各组件测试文件框架
- 更新 tests/CMakeLists.txt 集成新测试
2026-03-17 02:51:34 +08:00
312699e262 Add CreateDescriptorRange helper 2026-03-17 01:33:17 +08:00
271c05d8c7 Add CreateDesc for D3D12RenderTargetView 2026-03-17 01:32:22 +08:00
f615a86aab Add CreateDesc for D3D12ShaderResourceView 2026-03-17 01:26:40 +08:00
83e91b16c7 Add CreateDesc for D3D12DepthStencilView 2026-03-17 01:23:23 +08:00
9fda349fa1 Add CreateDesc helper for DescriptorHeap 2026-03-17 01:21:17 +08:00
3d6787b6a4 Add CreateSamplerDesc helper method 2026-03-17 01:19:21 +08:00
64bd8c5074 Refactor: use engine helpers for RootSignature and PSO creation 2026-03-17 01:16:39 +08:00
73627f62f4 Fix CreateDescriptorTable: pass descriptor ranges array instead of using static 2026-03-17 01:03:13 +08:00
988f94eb29 Add static helper methods to D3D12RootSignature and D3D12PipelineState 2026-03-17 00:57:35 +08:00
7874033379 Add RootSignatureBuilder and PipelineStateBuilder for cleaner RHI API 2026-03-17 00:52:24 +08:00
472f106a12 Refactor D3D12: remove ICommandQueue, IFence dependencies 2026-03-16 21:50:54 +08:00
0ce312e648 Remove RHI interface inheritance from all D3D12 backend classes
- D3D12Device, D3D12CommandQueue, D3D12CommandAllocator, D3D12Fence
- D3D12DescriptorHeap, D3D12QueryHeap, D3D12RootSignature
- D3D12PipelineState, D3D12Sampler, D3D12Shader
- D3D12Buffer, D3D12Texture, D3D12SwapChain

All D3D12 backend classes now directly use D3D12 APIs without
going through RHI interface abstraction. This decouples the
D3D12 backend from the RHI abstraction layer.

Test: D3D12 rendering test passed (screenshot comparison 100% match)
2026-03-16 15:48:14 +08:00
0014c32fa5 Remove IRHIDevice inheritance from D3D12Device
- D3D12Device no longer inherits from IRHIDevice interface
- Removed interface factory methods (CreateCommandQueue, CreateCommandList, etc.)
- Keep concrete D3D12-specific methods (Initialize, Shutdown, GetDevice, etc.)
- This is the first step to decouple RHI abstraction from D3D12 backend
2026-03-16 15:41:30 +08:00
554c48448b Implement IShader and ISwapChain interfaces for D3D12 backend
- D3D12Shader now implements IShader interface with GetBytecode, GetBytecodeSize, GetType, GetInputLayout
- D3D12SwapChain now implements ISwapChain interface with GetBackBuffer returning IResource*
- Added D3D12Texture back buffer storage to SwapChain
- Fixed ISwapChain const correctness (GetCurrentBackBufferIndex, GetBackBuffer)
- main.cpp: use GetD3D12Bytecode() instead of GetBytecode() for PSO creation
2026-03-16 12:38:17 +08:00
8c1d68da57 Make D3D12RootSignature implement IRootSignature interface 2026-03-16 00:09:42 +08:00