- 简化D3D12Device,仅封装ID3D12Device和IDXGIFactory - 将D3D12Common.h中的转换函数合并到D3D12Enum.h - 添加ResourceStates枚举到Enums.h - 更新测试项目使用新的D3D12Device类 - 更新CMake配置
278 lines
13 KiB
C++
278 lines
13 KiB
C++
#pragma once
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#include <d3d12.h>
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#include <dxgi1_4.h>
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#include "../Enums.h"
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namespace XCEngine {
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namespace RHI {
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inline D3D12_FILL_MODE ToD3D12(FillMode mode) {
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switch (mode) {
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case FillMode::Wireframe: return D3D12_FILL_MODE_WIREFRAME;
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case FillMode::Solid: return D3D12_FILL_MODE_SOLID;
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}
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return D3D12_FILL_MODE_SOLID;
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}
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inline D3D12_CULL_MODE ToD3D12(CullMode mode) {
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switch (mode) {
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case CullMode::None: return D3D12_CULL_MODE_NONE;
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case CullMode::Front: return D3D12_CULL_MODE_FRONT;
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case CullMode::Back: return D3D12_CULL_MODE_BACK;
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}
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return D3D12_CULL_MODE_NONE;
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}
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inline D3D12_COMPARISON_FUNC ToD3D12(ComparisonFunc func) {
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switch (func) {
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case ComparisonFunc::Never: return D3D12_COMPARISON_FUNC_NEVER;
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case ComparisonFunc::Less: return D3D12_COMPARISON_FUNC_LESS;
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case ComparisonFunc::Equal: return D3D12_COMPARISON_FUNC_EQUAL;
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case ComparisonFunc::LessEqual: return D3D12_COMPARISON_FUNC_LESS_EQUAL;
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case ComparisonFunc::Greater: return D3D12_COMPARISON_FUNC_GREATER;
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case ComparisonFunc::NotEqual: return D3D12_COMPARISON_FUNC_NOT_EQUAL;
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case ComparisonFunc::GreaterEqual: return D3D12_COMPARISON_FUNC_GREATER_EQUAL;
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case ComparisonFunc::Always: return D3D12_COMPARISON_FUNC_ALWAYS;
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}
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return D3D12_COMPARISON_FUNC_ALWAYS;
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}
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inline D3D12_BLEND_OP ToD3D12(BlendOp op) {
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switch (op) {
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case BlendOp::Add: return D3D12_BLEND_OP_ADD;
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case BlendOp::Subtract: return D3D12_BLEND_OP_SUBTRACT;
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case BlendOp::ReverseSubtract: return D3D12_BLEND_OP_REV_SUBTRACT;
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case BlendOp::Min: return D3D12_BLEND_OP_MIN;
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case BlendOp::Max: return D3D12_BLEND_OP_MAX;
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}
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return D3D12_BLEND_OP_ADD;
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}
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inline D3D12_BLEND ToD3D12(BlendFactor factor) {
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switch (factor) {
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case BlendFactor::Zero: return D3D12_BLEND_ZERO;
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case BlendFactor::One: return D3D12_BLEND_ONE;
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case BlendFactor::SrcColor: return D3D12_BLEND_SRC_COLOR;
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case BlendFactor::InvSrcColor: return D3D12_BLEND_INV_SRC_COLOR;
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case BlendFactor::SrcAlpha: return D3D12_BLEND_SRC_ALPHA;
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case BlendFactor::InvSrcAlpha: return D3D12_BLEND_INV_SRC_ALPHA;
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case BlendFactor::SrcAlphaSat: return D3D12_BLEND_SRC_ALPHA_SAT;
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case BlendFactor::BlendFactor: return D3D12_BLEND_BLEND_FACTOR;
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case BlendFactor::InvBlendFactor: return D3D12_BLEND_INV_BLEND_FACTOR;
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}
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return D3D12_BLEND_ONE;
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}
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inline D3D12_LOGIC_OP ToD3D12(LogicOp op) {
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switch (op) {
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case LogicOp::Clear: return D3D12_LOGIC_OP_CLEAR;
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case LogicOp::Set: return D3D12_LOGIC_OP_SET;
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case LogicOp::Copy: return D3D12_LOGIC_OP_COPY;
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case LogicOp::CopyInverted: return D3D12_LOGIC_OP_COPY_INVERTED;
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case LogicOp::Noop: return D3D12_LOGIC_OP_NOOP;
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case LogicOp::Invert: return D3D12_LOGIC_OP_INVERT;
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case LogicOp::And: return D3D12_LOGIC_OP_AND;
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case LogicOp::Nand: return D3D12_LOGIC_OP_NAND;
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case LogicOp::Or: return D3D12_LOGIC_OP_OR;
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case LogicOp::Nor: return D3D12_LOGIC_OP_NOR;
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case LogicOp::Xor: return D3D12_LOGIC_OP_XOR;
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case LogicOp::Equiv: return D3D12_LOGIC_OP_EQUIV;
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case LogicOp::AndReverse: return D3D12_LOGIC_OP_AND_REVERSE;
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case LogicOp::AndInverted: return D3D12_LOGIC_OP_AND_INVERTED;
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case LogicOp::OrReverse: return D3D12_LOGIC_OP_OR_REVERSE;
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case LogicOp::OrInverted: return D3D12_LOGIC_OP_OR_INVERTED;
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}
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return D3D12_LOGIC_OP_NOOP;
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}
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inline D3D12_FILTER ToD3D12(FilterMode mode) {
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switch (mode) {
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case FilterMode::Point: return D3D12_FILTER_MIN_MAG_MIP_POINT;
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case FilterMode::Linear: return D3D12_FILTER_MIN_MAG_MIP_LINEAR;
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case FilterMode::Anisotropic: return D3D12_FILTER_ANISOTROPIC;
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case FilterMode::ComparisonPoint: return D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
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case FilterMode::ComparisonLinear: return D3D12_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR;
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case FilterMode::ComparisonAnisotropic: return D3D12_FILTER_COMPARISON_ANISOTROPIC;
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}
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return D3D12_FILTER_MIN_MAG_MIP_LINEAR;
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}
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inline D3D12_TEXTURE_ADDRESS_MODE ToD3D12(TextureAddressMode mode) {
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switch (mode) {
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case TextureAddressMode::Wrap: return D3D12_TEXTURE_ADDRESS_MODE_WRAP;
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case TextureAddressMode::Mirror: return D3D12_TEXTURE_ADDRESS_MODE_MIRROR;
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case TextureAddressMode::Clamp: return D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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case TextureAddressMode::Border: return D3D12_TEXTURE_ADDRESS_MODE_BORDER;
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case TextureAddressMode::MirrorOnce: return D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE;
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}
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return D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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}
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inline D3D12_STATIC_BORDER_COLOR ToD3D12(BorderColor color) {
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switch (color) {
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case BorderColor::TransparentBlack: return D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
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case BorderColor::OpaqueBlack: return D3D12_STATIC_BORDER_COLOR_OPAQUE_BLACK;
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case BorderColor::OpaqueWhite: return D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE;
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}
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return D3D12_STATIC_BORDER_COLOR_OPAQUE_BLACK;
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}
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inline D3D12_SHADER_VISIBILITY ToD3D12(ShaderVisibility visibility) {
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switch (visibility) {
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case ShaderVisibility::All: return D3D12_SHADER_VISIBILITY_ALL;
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case ShaderVisibility::Vertex: return D3D12_SHADER_VISIBILITY_VERTEX;
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case ShaderVisibility::Hull: return D3D12_SHADER_VISIBILITY_HULL;
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case ShaderVisibility::Domain: return D3D12_SHADER_VISIBILITY_DOMAIN;
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case ShaderVisibility::Geometry: return D3D12_SHADER_VISIBILITY_GEOMETRY;
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case ShaderVisibility::Pixel: return D3D12_SHADER_VISIBILITY_PIXEL;
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case ShaderVisibility::Amplification: return D3D12_SHADER_VISIBILITY_AMPLIFICATION;
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case ShaderVisibility::Mesh: return D3D12_SHADER_VISIBILITY_MESH;
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}
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return D3D12_SHADER_VISIBILITY_ALL;
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}
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inline DXGI_FORMAT ToD3D12(Format format) {
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switch (format) {
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case Format::Unknown: return DXGI_FORMAT_UNKNOWN;
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case Format::R8_UNorm: return DXGI_FORMAT_R8_UNORM;
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case Format::R8G8_UNorm: return DXGI_FORMAT_R8G8_UNORM;
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case Format::R8G8B8A8_UNorm: return DXGI_FORMAT_R8G8B8A8_UNORM;
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case Format::R16G16B16A16_Float: return DXGI_FORMAT_R16G16B16A16_FLOAT;
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case Format::R32G32B32A32_Float: return DXGI_FORMAT_R32G32B32A32_FLOAT;
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case Format::R16_Float: return DXGI_FORMAT_R16_FLOAT;
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case Format::R32_Float: return DXGI_FORMAT_R32_FLOAT;
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case Format::D16_UNorm: return DXGI_FORMAT_D16_UNORM;
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case Format::D24_UNorm_S8_UInt: return DXGI_FORMAT_D24_UNORM_S8_UINT;
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case Format::D32_Float: return DXGI_FORMAT_D32_FLOAT;
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case Format::BC1_UNorm: return DXGI_FORMAT_BC1_UNORM;
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case Format::BC2_UNorm: return DXGI_FORMAT_BC2_UNORM;
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case Format::BC3_UNorm: return DXGI_FORMAT_BC3_UNORM;
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case Format::BC4_UNorm: return DXGI_FORMAT_BC4_UNORM;
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case Format::BC5_UNorm: return DXGI_FORMAT_BC5_UNORM;
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case Format::BC6H_UF16: return DXGI_FORMAT_BC6H_UF16;
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case Format::BC7_UNorm: return DXGI_FORMAT_BC7_UNORM;
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case Format::R32G32B32A32_UInt: return DXGI_FORMAT_R32G32B32A32_UINT;
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case Format::R32_UInt: return DXGI_FORMAT_R32_UINT;
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}
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return DXGI_FORMAT_UNKNOWN;
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}
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inline D3D12_RESOURCE_STATES ToD3D12(ResourceStates state) {
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switch (state) {
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case ResourceStates::Common: return D3D12_RESOURCE_STATE_COMMON;
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case ResourceStates::VertexAndConstantBuffer: return D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
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case ResourceStates::IndexBuffer: return D3D12_RESOURCE_STATE_INDEX_BUFFER;
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case ResourceStates::RenderTarget: return D3D12_RESOURCE_STATE_RENDER_TARGET;
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case ResourceStates::UnorderedAccess: return D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
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case ResourceStates::DepthWrite: return D3D12_RESOURCE_STATE_DEPTH_WRITE;
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case ResourceStates::DepthRead: return D3D12_RESOURCE_STATE_DEPTH_READ;
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case ResourceStates::NonPixelShaderResource: return D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
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case ResourceStates::PixelShaderResource: return D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
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case ResourceStates::CopySrc: return D3D12_RESOURCE_STATE_COPY_SOURCE;
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case ResourceStates::CopyDst: return D3D12_RESOURCE_STATE_COPY_DEST;
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case ResourceStates::Present: return D3D12_RESOURCE_STATE_PRESENT;
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}
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return D3D12_RESOURCE_STATE_COMMON;
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}
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inline D3D12_PRIMITIVE_TOPOLOGY_TYPE ToD3D12(PrimitiveTopology topology) {
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switch (topology) {
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case PrimitiveTopology::PointList: return D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
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case PrimitiveTopology::LineList:
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case PrimitiveTopology::LineStrip:
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case PrimitiveTopology::LineListAdj:
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case PrimitiveTopology::LineStripAdj:
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return D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE;
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case PrimitiveTopology::TriangleList:
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case PrimitiveTopology::TriangleStrip:
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case PrimitiveTopology::TriangleListAdj:
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case PrimitiveTopology::TriangleStripAdj:
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return D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
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case PrimitiveTopology::PatchList:
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return D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH;
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}
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return D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
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}
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inline D3D12_PRIMITIVE_TOPOLOGY ToD3D12Topology(PrimitiveTopology topology) {
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switch (topology) {
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case PrimitiveTopology::Undefined: return D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
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case PrimitiveTopology::PointList: return D3D_PRIMITIVE_TOPOLOGY_POINTLIST;
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case PrimitiveTopology::LineList: return D3D_PRIMITIVE_TOPOLOGY_LINELIST;
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case PrimitiveTopology::LineStrip: return D3D_PRIMITIVE_TOPOLOGY_LINESTRIP;
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case PrimitiveTopology::TriangleList: return D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
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case PrimitiveTopology::TriangleStrip: return D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
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case PrimitiveTopology::LineListAdj: return D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ;
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case PrimitiveTopology::LineStripAdj: return D3D_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ;
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case PrimitiveTopology::TriangleListAdj: return D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ;
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case PrimitiveTopology::TriangleStripAdj: return D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ;
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case PrimitiveTopology::PatchList: return D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST;
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}
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return D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
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}
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inline D3D12_DESCRIPTOR_HEAP_TYPE ToD3D12(DescriptorHeapType type) {
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switch (type) {
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case DescriptorHeapType::CBV_SRV_UAV: return D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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case DescriptorHeapType::Sampler: return D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
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case DescriptorHeapType::RTV: return D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
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case DescriptorHeapType::DSV: return D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
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}
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return D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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}
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inline D3D12_QUERY_TYPE ToD3D12(QueryType type) {
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switch (type) {
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case QueryType::Occlusion: return D3D12_QUERY_TYPE_OCCLUSION;
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case QueryType::Timestamp: return D3D12_QUERY_TYPE_TIMESTAMP;
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case QueryType::PipelineStatistics: return D3D12_QUERY_TYPE_PIPELINE_STATISTICS;
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}
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return D3D12_QUERY_TYPE_OCCLUSION;
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}
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inline D3D12_ROOT_PARAMETER_TYPE ToD3D12(RootParameterType type) {
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switch (type) {
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case RootParameterType::DescriptorTable: return D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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case RootParameterType::Constants: return D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
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case RootParameterType::CBV: return D3D12_ROOT_PARAMETER_TYPE_CBV;
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case RootParameterType::SRV: return D3D12_ROOT_PARAMETER_TYPE_SRV;
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case RootParameterType::UAV: return D3D12_ROOT_PARAMETER_TYPE_UAV;
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}
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return D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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}
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inline DXGI_FORMAT ToDXGI(Format format) {
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return ToD3D12(format);
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}
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inline D3D12_RESOURCE_DIMENSION ToD3D12(TextureType type) {
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switch (type) {
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case TextureType::Texture1D: return D3D12_RESOURCE_DIMENSION_TEXTURE1D;
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case TextureType::Texture2D:
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case TextureType::Texture2DArray:
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case TextureType::TextureCube:
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case TextureType::TextureCubeArray:
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return D3D12_RESOURCE_DIMENSION_TEXTURE2D;
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case TextureType::Texture3D: return D3D12_RESOURCE_DIMENSION_TEXTURE3D;
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}
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return D3D12_RESOURCE_DIMENSION_TEXTURE2D;
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}
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inline D3D12_STENCIL_OP ToD3D12(StencilOp op) {
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switch (op) {
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case StencilOp::Keep: return D3D12_STENCIL_OP_KEEP;
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case StencilOp::Zero: return D3D12_STENCIL_OP_ZERO;
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case StencilOp::Replace: return D3D12_STENCIL_OP_REPLACE;
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case StencilOp::IncrSat: return D3D12_STENCIL_OP_INCR_SAT;
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case StencilOp::DecrSat: return D3D12_STENCIL_OP_DECR_SAT;
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case StencilOp::Invert: return D3D12_STENCIL_OP_INVERT;
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case StencilOp::Incr: return D3D12_STENCIL_OP_INCR;
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case StencilOp::Decr: return D3D12_STENCIL_OP_DECR;
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}
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return D3D12_STENCIL_OP_KEEP;
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}
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} // namespace RHI
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} // namespace XCEngine
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