Refactoring Rendering backend

This commit is contained in:
2025-10-05 16:26:37 +09:00
parent a39f377533
commit 01a850ff94
99 changed files with 5056 additions and 5136 deletions

View File

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