49 lines
1.4 KiB
C++
49 lines
1.4 KiB
C++
#pragma once
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#include <d3d12.h>
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#include <wrl/client.h>
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#include "../Enums.h"
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#include "../Types.h"
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#include "../DescriptorHeap.h"
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#include "D3D12Enum.h"
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using Microsoft::WRL::ComPtr;
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namespace XCEngine {
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namespace RHI {
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class D3D12DescriptorHeap : public IDescriptorHeap {
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public:
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D3D12DescriptorHeap();
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~D3D12DescriptorHeap();
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bool Initialize(ID3D12Device* device, DescriptorHeapType type, uint32_t numDescriptors, bool shaderVisible = false);
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void Shutdown();
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ID3D12DescriptorHeap* GetDescriptorHeap() const { return m_descriptorHeap.Get(); }
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CPUDescriptorHandle GetCPUDescriptorHandle(uint32_t index) override;
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GPUDescriptorHandle GetGPUDescriptorHandle(uint32_t index) override;
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uint32_t GetDescriptorCount() const override;
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DescriptorType GetType() const override;
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D3D12_CPU_DESCRIPTOR_HANDLE GetCPUDescriptorHandle(uint32_t index) const;
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D3D12_GPU_DESCRIPTOR_HANDLE GetGPUDescriptorHandle(uint32_t index) const;
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uint32_t GetDescriptorSize() const { return m_descriptorSize; }
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D3D12_CPU_DESCRIPTOR_HANDLE GetCPUDescriptorHandleForHeapStart() const;
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D3D12_GPU_DESCRIPTOR_HANDLE GetGPUDescriptorHandleForHeapStart() const;
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private:
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ComPtr<ID3D12DescriptorHeap> m_descriptorHeap;
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DescriptorHeapType m_type;
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uint32_t m_numDescriptors;
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uint32_t m_descriptorSize;
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bool m_shaderVisible;
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};
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} // namespace RHI
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} // namespace XCEngine
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