forked from Misaki/GhostEngine
Refactoring Rendering backend
This commit is contained in:
@@ -1,13 +1,15 @@
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using Ghost.Core;
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using Ghost.Graphics.D3D12.Utilities;
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using Ghost.Graphics.Data;
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using Ghost.Graphics.RHI;
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using Misaki.HighPerformance.Mathematics;
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namespace Ghost.Graphics.D3D12;
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/// <summary>
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/// D3D12 implementation of the renderer interface using RHI abstractions
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/// </summary>
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public unsafe class D3D12Renderer : IRenderer
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internal unsafe class D3D12Renderer : IRenderer
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{
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private struct FrameResource : IDisposable
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{
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@@ -31,24 +33,30 @@ public unsafe class D3D12Renderer : IRenderer
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private uint _frameIndex;
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private readonly IResourceAllocator _resourceAllocator;
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private readonly D3D12ResourceDatabase _resourceDatabase;
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private IRenderTarget? _customRenderTarget; // User-provided render target
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private IRenderTarget? _offScreenRenderTarget; // Off-screen target for swap chain
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private Handle<Texture> _customRenderTarget; // User-provided render target
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private Handle<Texture> _offScreenRenderTarget; // Off-screen target for swap chain
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private ISwapChain? _swapChain;
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private readonly Lock _lock = new();
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private uint2 _currentSize;
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private uint _pendingWidth;
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private uint _pendingHeight;
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private bool _resizeRequested;
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private bool _disposed;
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public uint2 Size => _currentSize;
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// TODO: Add render passes support
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// private ImmutableArray<IRenderPass> _renderPasses;
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public D3D12Renderer(IGraphicsEngine graphicsEngine, IResourceAllocator resourceAllocator)
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public D3D12Renderer(IGraphicsEngine graphicsEngine, IResourceAllocator resourceAllocator, D3D12ResourceDatabase resourceDatabase)
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{
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_resourceAllocator = resourceAllocator;
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_commandQueue = graphicsEngine.Device.GraphicsQueue;
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_resourceAllocator = resourceAllocator;
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_resourceDatabase = resourceDatabase;
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// Create frame resources for double buffering
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_frameResources = new FrameResource[D3D12PipelineResource.BACK_BUFFER_COUNT];
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@@ -56,6 +64,9 @@ public unsafe class D3D12Renderer : IRenderer
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{
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_frameResources[i] = new FrameResource(graphicsEngine);
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}
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_customRenderTarget = Handle<Texture>.Invalid;
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_offScreenRenderTarget = Handle<Texture>.Invalid;
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}
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~D3D12Renderer()
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@@ -63,20 +74,20 @@ public unsafe class D3D12Renderer : IRenderer
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Dispose();
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}
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public void SetRenderTarget(IRenderTarget? renderTarget)
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public void SetRenderTarget(Handle<Texture> renderTarget)
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{
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_customRenderTarget = renderTarget;
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_swapChain = null;
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// Clean up off-screen target when switching to render target mode
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_offScreenRenderTarget?.Dispose();
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_offScreenRenderTarget = null;
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_resourceDatabase.ReleaseResource(_offScreenRenderTarget.AsResource());
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_offScreenRenderTarget = Handle<Texture>.Invalid;
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}
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public void SetSwapChain(ISwapChain? swapChain)
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{
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_swapChain = swapChain;
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_customRenderTarget = null;
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_customRenderTarget = Handle<Texture>.Invalid;
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if (_swapChain != null)
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{
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@@ -84,8 +95,8 @@ public unsafe class D3D12Renderer : IRenderer
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}
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else
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{
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_offScreenRenderTarget?.Dispose();
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_offScreenRenderTarget = null;
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_resourceDatabase.ReleaseResource(_offScreenRenderTarget.AsResource());
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_offScreenRenderTarget = Handle<Texture>.Invalid;
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}
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}
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@@ -122,6 +133,7 @@ public unsafe class D3D12Renderer : IRenderer
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// Resize swap chain if present
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_swapChain?.Resize(newWidth, newHeight);
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_currentSize = new uint2(newWidth, newHeight);
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// Update off-screen render target size
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if (_swapChain != null)
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@@ -144,12 +156,12 @@ public unsafe class D3D12Renderer : IRenderer
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frame.commandBuffer.Begin();
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if (_customRenderTarget != null)
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if (_customRenderTarget.IsValid)
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{
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// Render target mode: render directly to custom target
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RenderScene(_customRenderTarget, frame.commandBuffer);
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}
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else if (_swapChain != null && _offScreenRenderTarget != null)
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else if (_swapChain != null && _offScreenRenderTarget.IsValid)
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{
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// Swap chain mode: render to off-screen, then blit to back buffer
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var backBufferRT = _swapChain.GetCurrentBackBuffer();
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@@ -164,17 +176,18 @@ public unsafe class D3D12Renderer : IRenderer
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_commandQueue.Submit(frame.commandBuffer);
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_swapChain?.Present();
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frame.fenceValue = _commandQueue.Signal(++_frameIndex);
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frame.fenceValue = _commandQueue.Signal(_frameIndex);
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_frameIndex++;
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}
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private void RenderScene(IRenderTarget target, ICommandBuffer cmd)
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private void RenderScene(Handle<Texture> target, ICommandBuffer cmd)
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{
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var clearColor = new Color128 { r = 1.0f, g = 0.0f, b = 1.0f, a = 1.0f };
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cmd.BeginRenderPass(target, clearColor);
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cmd.BeginRenderPass(target, Handle<Texture>.Invalid, clearColor);
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var viewport = new ViewportDesc(target.Width, target.Height);
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var scissor = new RectDesc(0, 0, (int)target.Width, (int)target.Height);
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var viewport = new ViewportDesc { width = _currentSize.x, height = _currentSize.y, minDepth = 0, maxDepth = 1 };
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var scissor = new RectDesc { right = _currentSize.x, bottom = _currentSize.y };
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cmd.SetViewport(viewport);
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cmd.SetScissorRect(scissor);
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@@ -188,13 +201,13 @@ public unsafe class D3D12Renderer : IRenderer
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cmd.EndRenderPass();
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}
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private void BlitToDestination(IRenderTarget source, IRenderTarget destination, ICommandBuffer cmd)
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private void BlitToDestination(Handle<Texture> source, Handle<Texture> destination, ICommandBuffer cmd)
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{
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// Handle swap chain back buffer transitions if needed
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if (_swapChain != null)
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{
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// Transition back buffer to render target
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cmd.ResourceBarrier(destination, ResourceState.Present, ResourceState.RenderTarget);
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cmd.ResourceBarrier(destination.AsResource(), ResourceState.Present, ResourceState.RenderTarget);
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}
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// For now, we'll do a simple copy operation
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@@ -208,29 +221,26 @@ public unsafe class D3D12Renderer : IRenderer
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// For now, just clear the destination (this should be replaced with actual blit)
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var clearColor = new Color128 { r = 0.0f, g = 0.0f, b = 0.0f, a = 1.0f };
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cmd.BeginRenderPass(destination, clearColor);
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cmd.BeginRenderPass(destination, Handle<Texture>.Invalid, clearColor);
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cmd.EndRenderPass();
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// Handle swap chain back buffer transitions if needed
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if (_swapChain != null)
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{
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// Transition back buffer to present
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cmd.ResourceBarrier(destination, ResourceState.RenderTarget, ResourceState.Present);
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cmd.ResourceBarrier(destination.AsResource(), ResourceState.RenderTarget, ResourceState.Present);
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}
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}
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private void CreateOrUpdateOffScreenRenderTarget(uint width, uint height)
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{
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// Check if we need to recreate the off-screen render target
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if (_offScreenRenderTarget == null ||
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_offScreenRenderTarget.Width != width ||
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_offScreenRenderTarget.Height != height)
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if (_offScreenRenderTarget.IsValid)
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{
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_offScreenRenderTarget?.Dispose();
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var desc = RenderTargetDesc.Color(width, height, 1, TextureFormat.R8G8B8A8_UNorm);
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_offScreenRenderTarget = _resourceAllocator.CreateRenderTarget(in desc);
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_resourceAllocator.ReleaseResource(_offScreenRenderTarget.AsResource());
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}
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var desc = RenderTargetDesc.Color(width, height, 1, TextureFormat.R8G8B8A8_UNorm);
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_offScreenRenderTarget = _resourceAllocator.CreateRenderTarget(in desc);
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}
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public void WaitIdle()
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@@ -259,7 +269,8 @@ public unsafe class D3D12Renderer : IRenderer
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frame.Dispose();
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}
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_offScreenRenderTarget?.Dispose();
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_resourceDatabase.ReleaseResource(_customRenderTarget.AsResource());
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_resourceDatabase.ReleaseResource(_offScreenRenderTarget.AsResource());
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_disposed = true;
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