feat: implement descriptor heap with thread-safe allocation

D3D12 Resources:
- Add descriptor_handle struct with CPU/GPU handles
- Add descriptor_heap class for descriptor management
- Implement allocate() and free() methods
- Add mutex for thread-safe access
- Support all D3D12 descriptor heap types

D3D12 Core:
- Add device() function to expose main device
- Add release() template function for COM objects

Documentation:
- Add changelog for descriptor heap implementation
- Update D3D12 Wiki with descriptor heap section
- Mark descriptor heap task as completed
This commit is contained in:
SpecialX
2026-03-30 14:03:16 +08:00
parent f1584ec3c6
commit 54916b0ac6
10 changed files with 495 additions and 13 deletions

View File

@@ -0,0 +1,67 @@
#pragma once
#include "D3D12CommonHeaders.h"
namespace XEngine::graphics::d3d12{
class descriptor_heap;
struct descriptor_handle
{
D3D12_CPU_DESCRIPTOR_HANDLE cpu{};
D3D12_GPU_DESCRIPTOR_HANDLE gpu{};
constexpr bool is_valid() const { return cpu.ptr != 0; }
constexpr bool is_shader_visible() const { return gpu.ptr != 0; }
#ifdef _DEBUG
private:
friend class descriptor_heap;
descriptor_heap* container{ nullptr };
u32 index{ u32_invalid_id };
#endif
}; // descriptor_handle
class descriptor_heap
{
public:
explicit descriptor_heap(const D3D12_DESCRIPTOR_HEAP_TYPE type): _type(type){}
DISABLE_COPY_AND_MOVE(descriptor_heap);
~descriptor_heap(){assert(!_heap);}
bool initialize(u32 capacity, bool is_shader_visible);
void release();
[[nodiscard]] descriptor_handle allocate();
void free(descriptor_handle handle);
constexpr D3D12_DESCRIPTOR_HEAP_TYPE type() const { return _type; }
constexpr D3D12_CPU_DESCRIPTOR_HANDLE cpu_start() const { return _cpu_start; }
constexpr D3D12_GPU_DESCRIPTOR_HANDLE gpu_start() const { return _gpu_start; }
constexpr ID3D12DescriptorHeap *const heap() const { return _heap; }
constexpr u32 capacity() const { return _capacity; }
constexpr u32 size() const { return _size; }
constexpr u32 descriptor_size() const { return _descriptor_size; }
constexpr bool is_shader_visible() const { return _gpu_start.ptr != 0; }
private:
// 一个描述符堆是一个内存块,基于他是否着色器可见,分配在系统内存还是显存
ID3D12DescriptorHeap* _heap;
// CPU起始句柄用于CPU端描述符操作
D3D12_CPU_DESCRIPTOR_HANDLE _cpu_start{};
// GPU起始句柄仅当堆为着色器可见时有效
D3D12_GPU_DESCRIPTOR_HANDLE _gpu_start{};
// 空闲的描述符句柄
std::unique_ptr<u32[]> _free_handles{};
// 用于保护资源初始化的互斥锁
std::mutex _mutex;
// 描述符堆的容量
u32 _capacity{0};
// 已经分配的描述符数量
u32 _size{0};
// 不同的描述符堆类型在不同的硬件上有不同的大小,所以需要记录下描述符的大小
u32 _descriptor_size{0};
const D3D12_DESCRIPTOR_HEAP_TYPE _type;
};
}