feat: implement command queue with multi-frame buffering
D3D12 Core: - Add d3d12_command class for command queue management - Support Direct/Compute/Copy command queue types - Implement multi-frame buffering (frame_buffer_count=3) - Add begin_frame/end_frame rendering cycle - Add NAME_D3D12_OBJECT_INDEXED macro Platform Interface: - Add render function pointer to platform_interface - Implement render() in Renderer Documentation: - Add changelog for command queue implementation - Update D3D12 Wiki with multi-frame buffering section - Mark command queue task as completed
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@@ -164,6 +164,7 @@ Microsoft::WRL::ComPtr<ID3D12Device8> device;
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void get_platform_interface(platform_interface& pi) {
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pi.initialize = core::initialize;
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pi.shutdown = core::shutdown;
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pi.render = core::render;
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}
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```
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@@ -172,9 +173,47 @@ void get_platform_interface(platform_interface& pi) {
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- 各后端独立开发和测试
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- 上层代码与具体 API 解耦
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## 6. 渲染表面与窗口
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## 6. 命令队列与多帧缓冲
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### 6.1 render_surface 结构
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### 6.1 d3d12_command 类
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项目实现了命令队列管理类,支持多帧缓冲渲染:
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```cpp
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class d3d12_command
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{
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void begin_frame(); // 等待帧完成,重置分配器和命令列表
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void end_frame(); // 关闭命令列表,提交执行
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private:
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ID3D12CommandQueue* _cmd_queue;
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ID3D12GraphicsCommandList6* _cmd_list;
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command_frame _cmd_frames[frame_buffer_count];
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u32 _frame_index;
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};
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```
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### 6.2 多帧缓冲原理
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```cpp
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constexpr u32 frame_buffer_count{ 3 };
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```
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采用三重缓冲设计:
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- CPU 提前录制命令
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- GPU 异步执行
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- 最大化硬件利用率
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### 6.3 帧索引轮转
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```cpp
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_frame_index = (_frame_index + 1) % frame_buffer_count;
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```
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环形缓冲区管理帧资源,确保 CPU 不会超前 GPU 超过 3 帧。
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## 7. 渲染表面与窗口
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### 7.1 render_surface 结构
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```cpp
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struct render_surface {
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@@ -183,7 +222,7 @@ struct render_surface {
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};
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```
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### 6.2 多窗口支持
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### 7.2 多窗口支持
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TestRenderer 测试展示了多窗口渲染:
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@@ -196,7 +235,7 @@ for (u32 i{0}; i < _countof(_surfaces); ++i) {
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}
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```
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### 6.3 全屏切换
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### 7.3 全屏切换
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通过 `WM_SYSCHAR` 消息处理 Alt+Enter:
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@@ -206,42 +245,42 @@ if (wparam == VK_RETURN && (HIWORD(lparam) & KF_ALTDOWN)) {
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}
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```
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## 7. 后续学习路径
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## 8. 后续学习路径
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### 7.1 基础阶段
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### 8.1 基础阶段
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- [x] 完成设备创建和适配器枚举
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- [ ] 创建命令队列和命令列表
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- [x] 创建命令队列和命令列表
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- [ ] 实现交换链和后台缓冲区
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- [ ] 渲染第一个三角形
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### 7.2 进阶阶段
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### 8.2 进阶阶段
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- [ ] 描述符堆管理
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- [ ] 根签名和管线状态对象
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- [ ] 资源屏障和同步
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- [ ] 常量缓冲区和着色器资源
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### 7.3 高级阶段
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### 8.3 高级阶段
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- [ ] 多线程渲染
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- [ ] 资源绑定策略
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- [ ] 动态资源管理
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- [ ] 性能优化
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## 8. 参考资源
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## 9. 参考资源
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### 8.1 官方文档
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### 9.1 官方文档
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- [Microsoft D3D12 文档](https://docs.microsoft.com/en-us/windows/win32/direct3d12/direct3d-12-graphics)
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- [DXGI 文档](https://docs.microsoft.com/en-us/windows/win32/direct3ddxgi/dx-graphics-dxgi)
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### 8.2 推荐书籍
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### 9.2 推荐书籍
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- 《Introduction to 3D Game Programming with DirectX 12》
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- 《Real-Time 3D Rendering with DirectX and HLSL》
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### 8.3 项目相关文档
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### 9.3 项目相关文档
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- [Graphics渲染架构分析](./Graphics渲染架构分析.md)
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- [项目约定规范](./项目约定规范.md)
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