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
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67
Engine/Graphics/Direct3D12/D3D12Resources.h
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67
Engine/Graphics/Direct3D12/D3D12Resources.h
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#pragma once
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#include "D3D12CommonHeaders.h"
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namespace XEngine::graphics::d3d12{
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class descriptor_heap;
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struct descriptor_handle
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{
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D3D12_CPU_DESCRIPTOR_HANDLE cpu{};
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D3D12_GPU_DESCRIPTOR_HANDLE gpu{};
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constexpr bool is_valid() const { return cpu.ptr != 0; }
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constexpr bool is_shader_visible() const { return gpu.ptr != 0; }
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#ifdef _DEBUG
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private:
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friend class descriptor_heap;
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descriptor_heap* container{ nullptr };
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u32 index{ u32_invalid_id };
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#endif
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}; // descriptor_handle
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class descriptor_heap
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{
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public:
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explicit descriptor_heap(const D3D12_DESCRIPTOR_HEAP_TYPE type): _type(type){}
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DISABLE_COPY_AND_MOVE(descriptor_heap);
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~descriptor_heap(){assert(!_heap);}
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bool initialize(u32 capacity, bool is_shader_visible);
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void release();
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[[nodiscard]] descriptor_handle allocate();
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void free(descriptor_handle handle);
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constexpr D3D12_DESCRIPTOR_HEAP_TYPE type() const { return _type; }
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constexpr D3D12_CPU_DESCRIPTOR_HANDLE cpu_start() const { return _cpu_start; }
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constexpr D3D12_GPU_DESCRIPTOR_HANDLE gpu_start() const { return _gpu_start; }
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constexpr ID3D12DescriptorHeap *const heap() const { return _heap; }
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constexpr u32 capacity() const { return _capacity; }
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constexpr u32 size() const { return _size; }
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constexpr u32 descriptor_size() const { return _descriptor_size; }
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constexpr bool is_shader_visible() const { return _gpu_start.ptr != 0; }
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private:
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// 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
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ID3D12DescriptorHeap* _heap;
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// CPU起始句柄(用于CPU端描述符操作)
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D3D12_CPU_DESCRIPTOR_HANDLE _cpu_start{};
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// GPU起始句柄(仅当堆为着色器可见时有效)
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D3D12_GPU_DESCRIPTOR_HANDLE _gpu_start{};
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// 空闲的描述符句柄
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std::unique_ptr<u32[]> _free_handles{};
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// 用于保护资源初始化的互斥锁
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std::mutex _mutex;
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// 描述符堆的容量
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u32 _capacity{0};
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// 已经分配的描述符数量
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u32 _size{0};
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// 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
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u32 _descriptor_size{0};
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const D3D12_DESCRIPTOR_HEAP_TYPE _type;
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};
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}
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