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DX12Context.h
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#pragma once
class DX12Context :public BearRHI::BearRHIContext
{
public:
DX12Context();
virtual ~DX12Context();
virtual void BeginEvent(char const* name, BearColor color = BearColor::White);
virtual void EndEvent();
virtual void Reset();
virtual void Wait();
virtual void Flush(BearFactoryPointer<BearRHI::BearRHIViewport> viewport,bool wait);
virtual void Flush(bool wait);
virtual void ClearFrameBuffer();
virtual void Copy(BearFactoryPointer<BearRHI::BearRHIIndexBuffer> dest, BearFactoryPointer<BearRHI::BearRHIIndexBuffer> source);
virtual void Copy(BearFactoryPointer<BearRHI::BearRHIVertexBuffer> dest, BearFactoryPointer<BearRHI::BearRHIVertexBuffer> source);
virtual void Copy(BearFactoryPointer<BearRHI::BearRHIUniformBuffer> dest, BearFactoryPointer<BearRHI::BearRHIUniformBuffer> source);
virtual void Copy(BearFactoryPointer<BearRHI::BearRHITexture2D> dest, BearFactoryPointer<BearRHI::BearRHITexture2D> source);
virtual void SetViewportAsFrameBuffer(BearFactoryPointer<BearRHI::BearRHIViewport> viewport);
virtual void SetFrameBuffer(BearFactoryPointer<BearRHI::BearRHIFrameBuffer> frame_buffer);
virtual void SetPipeline(BearFactoryPointer<BearRHI::BearRHIPipeline> pipeline);
virtual void SetDescriptorHeap(BearFactoryPointer<BearRHI::BearRHIDescriptorHeap> descriptor_heap);
virtual void SetVertexBuffer(BearFactoryPointer<BearRHI::BearRHIVertexBuffer> buffer);
virtual void SetIndexBuffer(BearFactoryPointer<BearRHI::BearRHIIndexBuffer> buffer);
virtual void SetViewport(float x, float y, float width, float height, float min_depth = 0.f, float max_depth = 1.f);
virtual void SetScissor(bool enable, float x, float y, float x1, float y1);
virtual void SetStencilRef(uint32 ref);
virtual void Draw(bsize count, bsize offset = 0);
virtual void DrawIndex(bsize count, bsize offset_index = 0, bsize offset_vertex = 0);
virtual void DispatchRays( bsize count_x, bsize count_y, bsize count_z, BearFactoryPointer<BearRHI::BearRHIRayTracingShaderTable> shader_table);
virtual void DispatchMesh(bsize count_x, bsize count_y, bsize count_z);
virtual void Lock(BearFactoryPointer<BearRHI::BearRHIViewport> viewport);
virtual void Unlock(BearFactoryPointer<BearRHI::BearRHIViewport> viewport);
virtual void Lock(BearFactoryPointer<BearRHI::BearRHIFrameBuffer> frame_buffer);
virtual void Unlock(BearFactoryPointer<BearRHI::BearRHIFrameBuffer> drame_buffer);
virtual void Lock(BearFactoryPointer<BearRHI::BearRHIUnorderedAccess> unordered_access);
virtual void Unlock(BearFactoryPointer<BearRHI::BearRHIUnorderedAccess> unordered_access);
private:
ComPtr<ID3D12GraphicsCommandListX> m_CommandList;
ComPtr<ID3D12CommandAllocator> m_CommandAllocator;
ComPtr<ID3D12CommandQueue> m_CommandQueue;
HANDLE m_FenceEvent;
ComPtr<ID3D12Fence> m_Fence;
uint64 m_FenceValue;
D3D12_RECT m_ScissorRect;
bool m_CurrentPipelineIsCompute;
};