#include "XCEngine/RHI/D3D12/D3D12CommandList.h" namespace XCEngine { namespace RHI { D3D12CommandList::D3D12CommandList() : m_type(CommandQueueType::Direct) , m_currentTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST) , m_currentPipelineState(nullptr) , m_currentRootSignature(nullptr) , m_currentDescriptorHeap(nullptr) { } D3D12CommandList::~D3D12CommandList() { Shutdown(); } bool D3D12CommandList::Initialize(ID3D12Device* device, CommandQueueType type, ID3D12CommandAllocator* allocator) { D3D12_COMMAND_LIST_TYPE listType = ToD3D12(type); m_commandAllocator = allocator; HRESULT hResult = device->CreateCommandList( 0, listType, allocator, nullptr, IID_PPV_ARGS(&m_commandList) ); if (FAILED(hResult)) { return false; } m_type = type; return true; } void D3D12CommandList::Shutdown() { m_commandList.Reset(); m_resourceStateMap.clear(); m_trackedResources.clear(); } void D3D12CommandList::Reset() { if (m_commandList && m_commandAllocator) { m_commandList->Reset(m_commandAllocator.Get(), nullptr); } m_currentTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; m_currentPipelineState = nullptr; m_currentRootSignature = nullptr; m_currentDescriptorHeap = nullptr; m_resourceStateMap.clear(); m_trackedResources.clear(); } void D3D12CommandList::Close() { m_commandList->Close(); } void D3D12CommandList::TransitionBarrier(void* resource, ResourceStates stateBefore, ResourceStates stateAfter) { TransitionBarrierInternal(static_cast(resource), stateBefore, stateAfter); } void D3D12CommandList::UAVBarrier(void* resource) { UAVBarrierInternal(static_cast(resource)); } void D3D12CommandList::AliasBarrier(void* beforeResource, void* afterResource) { AliasBarrierInternal(static_cast(beforeResource), static_cast(afterResource)); } void D3D12CommandList::SetPipelineState(void* pso) { SetPipelineStateInternal(static_cast(pso)); } void D3D12CommandList::TransitionBarrierInternal(ID3D12Resource* resource, ResourceStates stateBefore, ResourceStates stateAfter, uint32_t subresource) { D3D12_RESOURCE_BARRIER barrier = {}; barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; barrier.Transition.pResource = resource; barrier.Transition.StateBefore = ToD3D12(stateBefore); barrier.Transition.StateAfter = ToD3D12(stateAfter); barrier.Transition.Subresource = subresource; m_commandList->ResourceBarrier(1, &barrier); m_resourceStateMap[resource] = stateAfter; } void D3D12CommandList::UAVBarrierInternal(ID3D12Resource* resource) { D3D12_RESOURCE_BARRIER barrier = {}; barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_UAV; barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; barrier.UAV.pResource = resource; m_commandList->ResourceBarrier(1, &barrier); } void D3D12CommandList::AliasBarrierInternal(ID3D12Resource* beforeResource, ID3D12Resource* afterResource) { D3D12_RESOURCE_BARRIER barrier = {}; barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_ALIASING; barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; barrier.Aliasing.pResourceBefore = beforeResource; barrier.Aliasing.pResourceAfter = afterResource; m_commandList->ResourceBarrier(1, &barrier); } void D3D12CommandList::SetPipelineStateInternal(ID3D12PipelineState* pso) { m_commandList->SetPipelineState(pso); m_currentPipelineState = pso; } void D3D12CommandList::SetRootSignature(ID3D12RootSignature* signature) { m_commandList->SetGraphicsRootSignature(signature); m_currentRootSignature = signature; } void D3D12CommandList::SetBlendFactor(const float blendFactor[4]) { m_commandList->OMSetBlendFactor(blendFactor); } void D3D12CommandList::SetViewport(const Viewport& viewport) { D3D12_VIEWPORT d3d12Viewport = {}; d3d12Viewport.TopLeftX = viewport.topLeftX; d3d12Viewport.TopLeftY = viewport.topLeftY; d3d12Viewport.Width = viewport.width; d3d12Viewport.Height = viewport.height; d3d12Viewport.MinDepth = viewport.minDepth; d3d12Viewport.MaxDepth = viewport.maxDepth; m_commandList->RSSetViewports(1, &d3d12Viewport); } void D3D12CommandList::SetViewports(uint32_t count, const Viewport* viewports) { std::vector d3d12Viewports(count); for (uint32_t i = 0; i < count; ++i) { d3d12Viewports[i].TopLeftX = viewports[i].topLeftX; d3d12Viewports[i].TopLeftY = viewports[i].topLeftY; d3d12Viewports[i].Width = viewports[i].width; d3d12Viewports[i].Height = viewports[i].height; d3d12Viewports[i].MinDepth = viewports[i].minDepth; d3d12Viewports[i].MaxDepth = viewports[i].maxDepth; } m_commandList->RSSetViewports(count, d3d12Viewports.data()); } void D3D12CommandList::SetScissorRect(const Rect& rect) { D3D12_RECT d3d12Rect = {}; d3d12Rect.left = rect.left; d3d12Rect.top = rect.top; d3d12Rect.right = rect.right; d3d12Rect.bottom = rect.bottom; m_commandList->RSSetScissorRects(1, &d3d12Rect); } void D3D12CommandList::SetScissorRects(uint32_t count, const Rect* rects) { std::vector d3d12Rects(count); for (uint32_t i = 0; i < count; ++i) { d3d12Rects[i].left = rects[i].left; d3d12Rects[i].top = rects[i].top; d3d12Rects[i].right = rects[i].right; d3d12Rects[i].bottom = rects[i].bottom; } m_commandList->RSSetScissorRects(count, d3d12Rects.data()); } void D3D12CommandList::SetPrimitiveTopology(PrimitiveTopology topology) { m_commandList->IASetPrimitiveTopology(ToD3D12Topology(topology)); m_currentTopology = ToD3D12Topology(topology); } void D3D12CommandList::SetRenderTargets(uint32_t count, void** renderTargets, void* depthStencil) { std::vector resources(count); for (uint32_t i = 0; i < count; ++i) { resources[i] = static_cast(renderTargets[i]); } SetRenderTargetsInternal(count, resources.data(), static_cast(depthStencil)); } void D3D12CommandList::SetRenderTargetsInternal(uint32_t count, ID3D12Resource** renderTargets, ID3D12Resource* depthStencil) { std::vector rtvHandles(count); for (uint32_t i = 0; i < count; ++i) { rtvHandles[i].ptr = 0; } D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = {}; dsvHandle.ptr = 0; m_commandList->OMSetRenderTargets(count, count > 0 ? rtvHandles.data() : nullptr, FALSE, depthStencil ? &dsvHandle : nullptr); } void D3D12CommandList::SetRenderTargetsHandle(uint32_t count, const D3D12_CPU_DESCRIPTOR_HANDLE* renderTargetHandles, const D3D12_CPU_DESCRIPTOR_HANDLE* depthStencilHandle) { m_commandList->OMSetRenderTargets(count, renderTargetHandles, FALSE, depthStencilHandle); } void D3D12CommandList::SetVertexBuffer(uint32_t slot, void* buffer, uint64_t offset, uint32_t stride) { SetVertexBufferInternal(slot, static_cast(buffer), offset, stride); } void D3D12CommandList::SetVertexBufferInternal(uint32_t slot, ID3D12Resource* buffer, uint64_t offset, uint32_t stride) { D3D12_VERTEX_BUFFER_VIEW view = {}; view.BufferLocation = buffer->GetGPUVirtualAddress() + offset; view.SizeInBytes = static_cast(buffer->GetDesc().Width) - static_cast(offset); view.StrideInBytes = stride; m_commandList->IASetVertexBuffers(slot, 1, &view); } void D3D12CommandList::SetVertexBuffers(uint32_t startSlot, uint32_t count, const uint64_t* buffers, const uint64_t* offsets, const uint32_t* strides) { std::vector views(count); for (uint32_t i = 0; i < count; ++i) { views[i].BufferLocation = buffers[i]; views[i].StrideInBytes = strides[i]; views[i].SizeInBytes = 0; } SetVertexBuffersInternal(startSlot, count, views.data()); } void D3D12CommandList::SetVertexBuffersInternal(uint32_t startSlot, uint32_t count, const D3D12_VERTEX_BUFFER_VIEW* views) { m_commandList->IASetVertexBuffers(startSlot, count, views); } void D3D12CommandList::SetIndexBuffer(void* buffer, uint64_t offset, Format format) { SetIndexBufferInternal(static_cast(buffer), offset, format); } void D3D12CommandList::SetIndexBufferInternal(ID3D12Resource* buffer, uint64_t offset, Format indexFormat) { D3D12_INDEX_BUFFER_VIEW view = {}; view.BufferLocation = buffer->GetGPUVirtualAddress() + offset; view.SizeInBytes = static_cast(buffer->GetDesc().Width) - static_cast(offset); view.Format = ToD3D12(indexFormat); m_commandList->IASetIndexBuffer(&view); } void D3D12CommandList::SetDescriptorHeap(ID3D12DescriptorHeap* heap) { m_commandList->SetDescriptorHeaps(1, &heap); m_currentDescriptorHeap = heap; } void D3D12CommandList::SetDescriptorHeaps(uint32_t count, ID3D12DescriptorHeap** heaps) { m_commandList->SetDescriptorHeaps(count, heaps); } void D3D12CommandList::SetGraphicsDescriptorTable(uint32_t rootParameterIndex, D3D12_GPU_DESCRIPTOR_HANDLE baseHandle) { m_commandList->SetGraphicsRootDescriptorTable(rootParameterIndex, baseHandle); } void D3D12CommandList::SetComputeDescriptorTable(uint32_t rootParameterIndex, D3D12_GPU_DESCRIPTOR_HANDLE baseHandle) { m_commandList->SetComputeRootDescriptorTable(rootParameterIndex, baseHandle); } void D3D12CommandList::SetGraphicsRootConstantBufferView(uint32_t rootParameterIndex, D3D12_GPU_VIRTUAL_ADDRESS bufferLocation) { m_commandList->SetGraphicsRootConstantBufferView(rootParameterIndex, bufferLocation); } void D3D12CommandList::SetGraphicsRoot32BitConstants(uint32_t rootParameterIndex, uint32_t num32BitValuesToSet, const void* pSrcData, uint32_t destOffsetIn32BitValues) { m_commandList->SetGraphicsRoot32BitConstants(rootParameterIndex, num32BitValuesToSet, pSrcData, destOffsetIn32BitValues); } void D3D12CommandList::SetGraphicsRootDescriptorTable(uint32_t rootParameterIndex, D3D12_GPU_DESCRIPTOR_HANDLE baseDescriptor) { m_commandList->SetGraphicsRootDescriptorTable(rootParameterIndex, baseDescriptor); } void D3D12CommandList::SetGraphicsRootShaderResourceView(uint32_t rootParameterIndex, D3D12_GPU_VIRTUAL_ADDRESS shaderResource) { m_commandList->SetGraphicsRootShaderResourceView(rootParameterIndex, shaderResource); } void D3D12CommandList::SetStencilRef(uint8_t stencilRef) { m_commandList->OMSetStencilRef(stencilRef); } void D3D12CommandList::SetDepthStencilState(const DepthStencilState& state) { // TODO: Implement depth stencil state } void D3D12CommandList::SetBlendState(const BlendState& state) { // TODO: Implement blend state } void D3D12CommandList::SetDepthBias(float depthBias, float slopeScaledDepthBias, float depthBiasClamp) { } void D3D12CommandList::Draw(uint32_t vertexCount, uint32_t instanceCount, uint32_t startVertex, uint32_t startInstance) { m_commandList->DrawInstanced(vertexCount, instanceCount, startVertex, startInstance); } void D3D12CommandList::DrawIndexed(uint32_t indexCount, uint32_t instanceCount, uint32_t startIndex, int32_t baseVertex, uint32_t startInstance) { m_commandList->DrawIndexedInstanced(indexCount, instanceCount, startIndex, baseVertex, startInstance); } void D3D12CommandList::DrawInstancedIndirect(void* argBuffer, uint64_t alignedByteOffset) { DrawInstancedIndirectInternal(static_cast(argBuffer), alignedByteOffset); } void D3D12CommandList::DrawIndexedInstancedIndirect(void* argBuffer, uint64_t alignedByteOffset) { DrawIndexedInstancedIndirectInternal(static_cast(argBuffer), alignedByteOffset); } void D3D12CommandList::DrawInstancedIndirectInternal(ID3D12Resource* argBuffer, uint64_t alignedByteOffset) { m_commandList->ExecuteIndirect(nullptr, 1, argBuffer, alignedByteOffset, nullptr, 0); } void D3D12CommandList::DrawIndexedInstancedIndirectInternal(ID3D12Resource* argBuffer, uint64_t alignedByteOffset) { m_commandList->ExecuteIndirect(nullptr, 1, argBuffer, alignedByteOffset, nullptr, 0); } void D3D12CommandList::ClearRenderTargetView(ID3D12Resource* renderTarget, const float color[4], uint32_t rectCount, const D3D12_RECT* rects) { D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = {}; m_commandList->ClearRenderTargetView(rtvHandle, color, rectCount, rects); } void D3D12CommandList::ClearRenderTargetView(D3D12_CPU_DESCRIPTOR_HANDLE renderTargetHandle, const float color[4], uint32_t rectCount, const D3D12_RECT* rects) { m_commandList->ClearRenderTargetView(renderTargetHandle, color, rectCount, rects); } void D3D12CommandList::Clear(float r, float g, float b, float a, uint32_t buffers) { // Not implemented - use ClearRenderTargetView and ClearDepthStencilView directly } void D3D12CommandList::ClearRenderTarget(void* renderTarget, const float color[4]) { ClearRenderTargetView(static_cast(renderTarget), color, 0, nullptr); } void D3D12CommandList::ClearDepthStencil(void* depthStencil, float depth, uint8_t stencil) { ClearDepthStencilView(static_cast(depthStencil), D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, depth, stencil, 0, nullptr); } void D3D12CommandList::ClearDepthStencilView(ID3D12Resource* depthStencil, uint32_t clearFlags, float depth, uint8_t stencil, uint32_t rectCount, const D3D12_RECT* rects) { D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = {}; m_commandList->ClearDepthStencilView(dsvHandle, static_cast(clearFlags), depth, stencil, rectCount, rects); } void D3D12CommandList::ClearDepthStencilView(D3D12_CPU_DESCRIPTOR_HANDLE depthStencilHandle, uint32_t clearFlags, float depth, uint8_t stencil, uint32_t rectCount, const D3D12_RECT* rects) { m_commandList->ClearDepthStencilView(depthStencilHandle, static_cast(clearFlags), depth, stencil, rectCount, rects); } void D3D12CommandList::ClearUnorderedAccessView(D3D12_GPU_DESCRIPTOR_HANDLE viewHandle, D3D12_CPU_DESCRIPTOR_HANDLE resourceHandle, ID3D12Resource* unorderedAccess, const float values[4], uint32_t rectCount, const D3D12_RECT* rects) { m_commandList->ClearUnorderedAccessViewFloat(viewHandle, resourceHandle, unorderedAccess, values, rectCount, rects); } void D3D12CommandList::CopyResource(void* dst, void* src) { CopyResourceInternal(static_cast(dst), static_cast(src)); } void D3D12CommandList::CopyResourceInternal(ID3D12Resource* dst, ID3D12Resource* src) { m_commandList->CopyResource(dst, src); } void D3D12CommandList::CopyBuffer(ID3D12Resource* dst, uint64_t dstOffset, ID3D12Resource* src, uint64_t srcOffset, uint64_t size) { D3D12_TEXTURE_COPY_LOCATION srcLocation = {}; srcLocation.pResource = src; srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; srcLocation.PlacedFootprint.Offset = srcOffset; srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_UNKNOWN; srcLocation.PlacedFootprint.Footprint.Width = static_cast(size); srcLocation.PlacedFootprint.Footprint.Height = 1; srcLocation.PlacedFootprint.Footprint.Depth = 1; srcLocation.PlacedFootprint.Footprint.RowPitch = static_cast(size); D3D12_TEXTURE_COPY_LOCATION dstLocation = {}; dstLocation.pResource = dst; dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; dstLocation.PlacedFootprint.Offset = dstOffset; dstLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_UNKNOWN; dstLocation.PlacedFootprint.Footprint.Width = static_cast(size); dstLocation.PlacedFootprint.Footprint.Height = 1; dstLocation.PlacedFootprint.Footprint.Depth = 1; dstLocation.PlacedFootprint.Footprint.RowPitch = static_cast(size); m_commandList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, nullptr); } void D3D12CommandList::CopyTexture(ID3D12Resource* dst, const D3D12_TEXTURE_COPY_LOCATION& dstLocation, ID3D12Resource* src, const D3D12_TEXTURE_COPY_LOCATION& srcLocation) { m_commandList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, nullptr); } void D3D12CommandList::BeginQuery(ID3D12QueryHeap* queryHeap, QueryType type, uint32_t index) { m_commandList->BeginQuery(queryHeap, ToD3D12(type), index); } void D3D12CommandList::EndQuery(ID3D12QueryHeap* queryHeap, QueryType type, uint32_t index) { m_commandList->EndQuery(queryHeap, ToD3D12(type), index); } void D3D12CommandList::ResolveQueryData(ID3D12QueryHeap* queryHeap, QueryType type, uint32_t startIndex, uint32_t count, ID3D12Resource* resultBuffer, uint64_t resultOffset) { m_commandList->ResolveQueryData(queryHeap, ToD3D12(type), startIndex, count, resultBuffer, resultOffset); } void D3D12CommandList::Dispatch(uint32_t threadGroupCountX, uint32_t threadGroupCountY, uint32_t threadGroupCountZ) { m_commandList->Dispatch(threadGroupCountX, threadGroupCountY, threadGroupCountZ); } void D3D12CommandList::DispatchIndirect(void* argBuffer, uint64_t alignedByteOffset) { DispatchIndirectInternal(static_cast(argBuffer), alignedByteOffset); } void D3D12CommandList::DispatchIndirectInternal(ID3D12Resource* argBuffer, uint64_t alignedByteOffset) { m_commandList->ExecuteIndirect(nullptr, 1, argBuffer, alignedByteOffset, nullptr, 0); } void D3D12CommandList::ExecuteBundle(ID3D12GraphicsCommandList* bundle) { m_commandList->ExecuteBundle(bundle); } ResourceStates D3D12CommandList::GetResourceState(ID3D12Resource* resource) const { auto it = m_resourceStateMap.find(resource); if (it != m_resourceStateMap.end()) { return it->second; } return ResourceStates::Common; } void D3D12CommandList::TrackResource(ID3D12Resource* resource) { if (resource) { m_trackedResources.push_back(resource); if (m_resourceStateMap.find(resource) == m_resourceStateMap.end()) { m_resourceStateMap[resource] = ResourceStates::Common; } } } } // namespace RHI } // namespace XCEngine