axmol/extensions/Effekseer/3rdParty/LLGI/src/DX12/LLGI.PlatformDX12.h

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#pragma once
#include "../LLGI.Platform.h"
#include "LLGI.BaseDX12.h"
#include "LLGI.TextureDX12.h"
#ifdef _WIN32
#include "../Win/LLGI.WindowWin.h"
#endif
namespace LLGI
{
class PlatformDX12 : public Platform
{
private:
static const int SwapBufferCount = 2;
Window* window_ = nullptr;
Vec2I windowSize_;
ID3D12Device* device = nullptr;
IDXGIFactory4* dxgiFactory = nullptr;
ID3D12CommandQueue* commandQueue = nullptr;
ID3D12Fence* fence = nullptr;
HANDLE fenceEvent = nullptr;
IDXGISwapChain3* swapChain = nullptr;
ID3D12DescriptorHeap* descriptorHeapRTV = nullptr;
std::array<D3D12_CPU_DESCRIPTOR_HANDLE, SwapBufferCount> handleRTV;
std::array<ID3D12Resource*, SwapBufferCount> renderResources_;
std::array<TextureDX12*, SwapBufferCount> renderTargets_;
std::array<RenderPassDX12*, SwapBufferCount> renderPasses_;
std::array<ID3D12CommandAllocator*, SwapBufferCount> commandAllocators;
ID3D12GraphicsCommandList* commandListStart = nullptr;
ID3D12GraphicsCommandList* commandListPresent = nullptr;
UINT64 fenceValue = 1;
int32_t frameIndex = 0;
bool inFrame_ = false;
void Wait();
void ResetSwapBuffer();
bool GenerateSwapBuffer();
public:
PlatformDX12();
~PlatformDX12() override;
bool Initialize(Window* window, bool waitVSync);
int GetCurrentFrameIndex() const override;
int GetMaxFrameCount() const override;
bool NewFrame() override;
void Present() override;
Graphics* CreateGraphics() override;
ID3D12Device* GetDevice();
void SetWindowSize(const Vec2I& windowSize) override;
RenderPass* GetCurrentScreen(const Color8& clearColor, bool isColorCleared, bool isDepthCleared) override;
DeviceType GetDeviceType() const override { return DeviceType::DirectX12; }
};
} // namespace LLGI