Files
XCEngine/engine/src/RHI/D3D12/D3D12DescriptorHeap.cpp
ssdfasd a532cabf92 feat(RHI): 添加 RHIDescriptorPool 抽象类
- 新增 RHIDescriptorPool 抽象基类,定义描述符池统一接口
- D3D12DescriptorHeap 现在继承自 RHIDescriptorPool
- 添加 DescriptorPoolDesc 结构体,包含设备指针、类型、数量等信息
- 添加 Initialize(const DescriptorPoolDesc&) 统一初始化方法
2026-03-18 01:46:01 +08:00

93 lines
2.8 KiB
C++

#include "XCEngine/RHI/D3D12/D3D12DescriptorHeap.h"
namespace XCEngine {
namespace RHI {
D3D12DescriptorHeap::D3D12DescriptorHeap()
: m_type(DescriptorHeapType::CBV_SRV_UAV)
, m_numDescriptors(0)
, m_descriptorSize(0)
, m_shaderVisible(false) {
}
D3D12DescriptorHeap::~D3D12DescriptorHeap() {
Shutdown();
}
bool D3D12DescriptorHeap::Initialize(const DescriptorPoolDesc& desc) {
return Initialize(
static_cast<ID3D12Device*>(desc.device),
desc.type,
desc.descriptorCount,
desc.shaderVisible
);
}
bool D3D12DescriptorHeap::Initialize(ID3D12Device* device, DescriptorHeapType type, uint32_t numDescriptors, bool shaderVisible) {
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
desc.Type = ToD3D12(type);
desc.NumDescriptors = numDescriptors;
desc.Flags = shaderVisible ? D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE : D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
desc.NodeMask = 0;
HRESULT hResult = device->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&m_descriptorHeap));
if (FAILED(hResult)) {
return false;
}
m_type = type;
m_numDescriptors = numDescriptors;
m_shaderVisible = shaderVisible;
m_descriptorSize = device->GetDescriptorHandleIncrementSize(ToD3D12(type));
return true;
}
void D3D12DescriptorHeap::Shutdown() {
m_descriptorHeap.Reset();
}
D3D12_CPU_DESCRIPTOR_HANDLE D3D12DescriptorHeap::GetCPUDescriptorHandleForHeapStart() const {
return m_descriptorHeap->GetCPUDescriptorHandleForHeapStart();
}
D3D12_GPU_DESCRIPTOR_HANDLE D3D12DescriptorHeap::GetGPUDescriptorHandleForHeapStart() const {
return m_descriptorHeap->GetGPUDescriptorHandleForHeapStart();
}
CPUDescriptorHandle D3D12DescriptorHeap::GetCPUDescriptorHandle(uint32_t index) {
D3D12_CPU_DESCRIPTOR_HANDLE handle = m_descriptorHeap->GetCPUDescriptorHandleForHeapStart();
handle.ptr += index * m_descriptorSize;
CPUDescriptorHandle result;
result.ptr = handle.ptr;
return result;
}
GPUDescriptorHandle D3D12DescriptorHeap::GetGPUDescriptorHandle(uint32_t index) {
D3D12_GPU_DESCRIPTOR_HANDLE handle = m_descriptorHeap->GetGPUDescriptorHandleForHeapStart();
handle.ptr += index * m_descriptorSize;
GPUDescriptorHandle result;
result.ptr = handle.ptr;
return result;
}
DescriptorHeapType D3D12DescriptorHeap::GetType() const {
return m_type;
}
uint32_t D3D12DescriptorHeap::GetDescriptorCount() const {
return m_numDescriptors;
}
D3D12_DESCRIPTOR_HEAP_DESC D3D12DescriptorHeap::CreateDesc(DescriptorHeapType type, uint32_t numDescriptors, bool shaderVisible) {
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
desc.Type = ToD3D12(type);
desc.NumDescriptors = numDescriptors;
desc.Flags = shaderVisible ? D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE : D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
desc.NodeMask = 0;
return desc;
}
} // namespace RHI
} // namespace XCEngine