Files
XCEngine/engine/include/XCEngine/RHI/D3D12/D3D12QueryHeap.h
ssdfasd 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

37 lines
753 B
C++

#pragma once
#include <d3d12.h>
#include <wrl/client.h>
#include <cstdint>
#include "../DescriptorHeap.h"
#include "D3D12Enum.h"
using Microsoft::WRL::ComPtr;
namespace XCEngine {
namespace RHI {
class D3D12QueryHeap {
public:
D3D12QueryHeap();
~D3D12QueryHeap();
bool Initialize(ID3D12Device* device, QueryType type, uint32_t count);
void Shutdown();
ID3D12QueryHeap* GetQueryHeap() const { return m_queryHeap.Get(); }
void* GetNativeHandle() const { return m_queryHeap.Get(); }
QueryType GetType() const { return m_type; }
uint32_t GetCount() const { return m_count; }
private:
ComPtr<ID3D12QueryHeap> m_queryHeap;
QueryType m_type;
uint32_t m_count;
};
} // namespace RHI
} // namespace XCEngine