Files
XCEngine/engine/src/RHI/D3D12/D3D12Buffer.cpp
ssdfasd 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

179 lines
5.6 KiB
C++

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