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XCEngine/engine/include/XCEngine/RHI/D3D12/D3D12Buffer.h

34 lines
879 B
C++

#pragma once
#include <d3d12.h>
#include <wrl/client.h>
#include "D3D12Enum.h"
using Microsoft::WRL::ComPtr;
namespace XCEngine {
namespace RHI {
class D3D12Buffer {
public:
D3D12Buffer();
~D3D12Buffer();
bool Initialize(ID3D12Device* device, uint64_t size, D3D12_RESOURCE_STATES initialState = D3D12_RESOURCE_STATE_COMMON, D3D12_HEAP_TYPE heapType = D3D12_HEAP_TYPE_DEFAULT);
bool InitializeFromExisting(ID3D12Resource* resource);
void Shutdown();
ID3D12Resource* GetResource() const { return m_resource.Get(); }
D3D12_RESOURCE_DESC GetDesc() const { return m_resource->GetDesc(); }
uint64_t GetSize() const { return GetDesc().Width; }
D3D12_GPU_VIRTUAL_ADDRESS GetGPUVirtualAddress() const { return m_resource->GetGPUVirtualAddress(); }
private:
ComPtr<ID3D12Resource> m_resource;
};
} // namespace RHI
} // namespace XCEngine