- 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
110 lines
3.1 KiB
C++
110 lines
3.1 KiB
C++
#include "XCEngine/RHI/D3D12/D3D12SwapChain.h"
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namespace XCEngine {
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namespace RHI {
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D3D12SwapChain::D3D12SwapChain()
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: m_windowHandle(nullptr)
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, m_width(0)
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, m_height(0)
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, m_bufferCount(2) {
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}
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D3D12SwapChain::~D3D12SwapChain() {
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Shutdown();
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}
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bool D3D12SwapChain::Initialize(IDXGIFactory4* factory, ID3D12CommandQueue* commandQueue, HWND windowHandle, uint32_t width, uint32_t height, uint32_t bufferCount) {
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DXGI_SWAP_CHAIN_DESC swapChainDesc = {};
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swapChainDesc.BufferCount = bufferCount;
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swapChainDesc.BufferDesc.Width = width;
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swapChainDesc.BufferDesc.Height = height;
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swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
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swapChainDesc.OutputWindow = windowHandle;
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swapChainDesc.SampleDesc.Count = 1;
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swapChainDesc.SampleDesc.Quality = 0;
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swapChainDesc.Windowed = TRUE;
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IDXGISwapChain* swapChain = nullptr;
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HRESULT hResult = factory->CreateSwapChain(commandQueue, &swapChainDesc, &swapChain);
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if (FAILED(hResult)) {
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return false;
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}
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hResult = swapChain->QueryInterface(IID_PPV_ARGS(&m_swapChain));
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if (FAILED(hResult)) {
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return false;
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}
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m_commandQueue = commandQueue;
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m_windowHandle = windowHandle;
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m_width = width;
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m_height = height;
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m_bufferCount = bufferCount;
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return true;
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}
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bool D3D12SwapChain::Initialize(IDXGISwapChain* swapChain, uint32_t width, uint32_t height) {
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HRESULT hResult = swapChain->QueryInterface(IID_PPV_ARGS(&m_swapChain));
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if (FAILED(hResult)) {
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return false;
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}
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m_width = width;
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m_height = height;
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m_backBuffers.resize(m_bufferCount);
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for (uint32_t i = 0; i < m_bufferCount; ++i) {
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ID3D12Resource* resource = nullptr;
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m_swapChain->GetBuffer(i, IID_PPV_ARGS(&resource));
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m_backBuffers[i].InitializeFromExisting(resource);
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}
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return true;
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}
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void D3D12SwapChain::Shutdown() {
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m_swapChain.Reset();
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}
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uint32_t D3D12SwapChain::GetCurrentBackBufferIndex() const {
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return m_swapChain->GetCurrentBackBufferIndex();
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}
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IResource* D3D12SwapChain::GetBackBuffer(uint32_t index) const {
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if (index < m_backBuffers.size()) {
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return const_cast<D3D12Texture*>(&m_backBuffers[index]);
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}
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return nullptr;
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}
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void D3D12SwapChain::Present(uint32_t syncInterval, uint32_t flags) {
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m_swapChain->Present(syncInterval, flags);
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}
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void D3D12SwapChain::Resize(uint32_t width, uint32_t height) {
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m_swapChain->ResizeBuffers(m_bufferCount, width, height, DXGI_FORMAT_R8G8B8A8_UNORM, 0);
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m_width = width;
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m_height = height;
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}
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void D3D12SwapChain::SetFullscreen(bool fullscreen) {
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m_swapChain->SetFullscreenState(fullscreen, nullptr);
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}
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bool D3D12SwapChain::IsFullscreen() const {
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BOOL fullscreen = FALSE;
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m_swapChain->GetFullscreenState(&fullscreen, nullptr);
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return fullscreen != FALSE;
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}
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void* D3D12SwapChain::GetNativeHandle() const {
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return reinterpret_cast<void*>(m_swapChain.Get());
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}
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} // namespace RHI
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} // namespace XCEngine
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