Added new RHI abstraction layer;

Added new console debug page to UnitTest;
This commit is contained in:
2025-08-25 10:48:59 +09:00
parent eafbfb2fa1
commit 5385141f14
44 changed files with 3473 additions and 357 deletions

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using Ghost.Graphics.RHI;
using Win32;
using Win32.Graphics.Direct3D12;
namespace Ghost.Graphics.D3D12;
/// <summary>
/// D3D12 implementation of buffer interface
/// </summary>
internal unsafe class D3D12Buffer : IBuffer
{
private ComPtr<ID3D12Resource> _resource;
private ResourceState _currentState;
private void* _mappedPtr;
private bool _disposed;
public BufferUsage Usage
{
get;
}
public string Name { get; set; } = string.Empty;
public ulong Size
{
get;
}
public ResourceState CurrentState => _currentState;
public ID3D12Resource* NativeResource => _resource.Get();
public D3D12Buffer(ComPtr<ID3D12Device14> device, BufferDesc desc)
{
Usage = desc.Usage;
Size = desc.Size;
_currentState = ResourceState.Common;
CreateBuffer(device, desc);
}
private void CreateBuffer(ComPtr<ID3D12Device14> device, BufferDesc desc)
{
var resourceDesc = new ResourceDescription
{
Dimension = ResourceDimension.Buffer,
Alignment = 0,
Width = desc.Size,
Height = 1,
DepthOrArraySize = 1,
MipLevels = 1,
Format = Win32.Graphics.Dxgi.Common.Format.Unknown,
SampleDesc = new Win32.Graphics.Dxgi.Common.SampleDescription(1, 0),
Layout = TextureLayout.RowMajor,
Flags = ConvertBufferUsage(desc.Usage)
};
var heapProps = new HeapProperties
{
Type = ConvertMemoryType(desc.MemoryType),
CPUPageProperty = CpuPageProperty.Unknown,
MemoryPoolPreference = MemoryPool.Unknown,
CreationNodeMask = 1,
VisibleNodeMask = 1
};
var initialState = desc.MemoryType switch
{
MemoryType.Upload => Win32.Graphics.Direct3D12.ResourceStates.GenericRead,
MemoryType.Readback => Win32.Graphics.Direct3D12.ResourceStates.CopyDest,
_ => Win32.Graphics.Direct3D12.ResourceStates.Common
};
device.Get()->CreateCommittedResource(
&heapProps,
HeapFlags.None,
&resourceDesc,
initialState,
null,
__uuidof<ID3D12Resource>(),
_resource.GetVoidAddressOf());
}
public void* Map()
{
if (_mappedPtr != null)
return _mappedPtr;
var range = new Win32.Graphics.Direct3D12.Range { Begin = 0, End = 0 };
fixed (void** ptr = &_mappedPtr)
{
_resource.Get()->Map(0, &range, ptr);
}
return _mappedPtr;
}
public void Unmap()
{
if (_mappedPtr != null)
{
_resource.Get()->Unmap(0, null);
_mappedPtr = null;
}
}
private static HeapType ConvertMemoryType(MemoryType memoryType)
{
return memoryType switch
{
MemoryType.Default => HeapType.Default,
MemoryType.Upload => HeapType.Upload,
MemoryType.Readback => HeapType.Readback,
_ => throw new ArgumentException($"Unknown memory type: {memoryType}")
};
}
private static ResourceFlags ConvertBufferUsage(BufferUsage usage)
{
var flags = ResourceFlags.None;
if ((usage & BufferUsage.Raw) != 0)
flags |= ResourceFlags.AllowUnorderedAccess;
return flags;
}
public void Dispose()
{
if (_disposed)
return;
Unmap();
_resource.Dispose();
_disposed = true;
}
}

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using Ghost.Graphics.Data;
using Ghost.Graphics.RHI;
using System.Runtime.InteropServices;
using Win32;
using Win32.Graphics.Direct3D12;
using Win32.Numerics;
namespace Ghost.Graphics.D3D12;
/// <summary>
/// D3D12 implementation of command buffer interface
/// </summary>
internal unsafe class D3D12CommandBuffer : ICommandBuffer
{
private ComPtr<ID3D12CommandAllocator> _allocator;
private ComPtr<ID3D12GraphicsCommandList10> _commandList;
private readonly CommandBufferType _type;
private bool _isRecording;
private bool _disposed;
public ID3D12GraphicsCommandList10* NativeCommandList => _commandList.Get();
public D3D12CommandBuffer(ComPtr<ID3D12Device14> device, CommandBufferType type)
{
_type = type;
var commandListType = ConvertCommandBufferType(type);
device.Get()->CreateCommandAllocator(commandListType, __uuidof<ID3D12CommandAllocator>(), _allocator.GetVoidAddressOf());
device.Get()->CreateCommandList(0u, commandListType, _allocator.Get(), null, __uuidof<ID3D12GraphicsCommandList10>(), _commandList.GetVoidAddressOf());
// Command lists are created in recording state, so close it
_commandList.Get()->Close();
_isRecording = false;
}
public void Begin()
{
if (_isRecording)
throw new InvalidOperationException("Command buffer is already recording");
_allocator.Get()->Reset();
_commandList.Get()->Reset(_allocator.Get(), null);
_isRecording = true;
}
public void End()
{
if (!_isRecording)
throw new InvalidOperationException("Command buffer is not recording");
_commandList.Get()->Close();
_isRecording = false;
}
public void BeginRenderPass(IRenderTarget renderTarget, Color128 clearColor)
{
// TODO: Implement render pass begin
throw new NotImplementedException();
}
public void EndRenderPass()
{
// TODO: Implement render pass end
throw new NotImplementedException();
}
public void SetViewport(ViewportDesc viewport)
{
var d3d12Viewport = new Viewport(viewport.Width, viewport.Height, viewport.X, viewport.Y, viewport.MinDepth, viewport.MaxDepth);
_commandList.Get()->RSSetViewports(1, &d3d12Viewport);
}
public void SetScissorRect(RectDesc rect)
{
var d3d12Rect = new Rect(rect.Left, rect.Top, rect.Right, rect.Bottom);
_commandList.Get()->RSSetScissorRects(1, &d3d12Rect);
}
public void ResourceBarrier(IResource resource, ResourceState before, ResourceState after)
{
if (resource is D3D12Texture d3d12Texture)
{
_commandList.Get()->ResourceBarrierTransition(d3d12Texture.NativeResource,
ConvertResourceState(before), ConvertResourceState(after));
}
else if (resource is D3D12Buffer d3d12Buffer)
{
_commandList.Get()->ResourceBarrierTransition(d3d12Buffer.NativeResource,
ConvertResourceState(before), ConvertResourceState(after));
}
else
{
throw new ArgumentException("Resource must be a D3D12 resource", nameof(resource));
}
}
public void SetGraphicsRootSignature(IRootSignature rootSignature)
{
// TODO: Implement root signature setting
throw new NotImplementedException();
}
public void SetPipelineState(IPipelineState pipelineState)
{
// TODO: Implement pipeline state setting
throw new NotImplementedException();
}
public void SetDescriptorHeaps(IDescriptorHeap[] heaps)
{
// TODO: Implement descriptor heap setting
throw new NotImplementedException();
}
public void DrawIndexedInstanced(uint indexCount, uint instanceCount = 1, uint startIndex = 0, int baseVertex = 0, uint startInstance = 0)
{
_commandList.Get()->DrawIndexedInstanced(indexCount, instanceCount, startIndex, baseVertex, startInstance);
}
public void Dispatch(uint threadGroupCountX, uint threadGroupCountY = 1, uint threadGroupCountZ = 1)
{
_commandList.Get()->Dispatch(threadGroupCountX, threadGroupCountY, threadGroupCountZ);
}
private static CommandListType ConvertCommandBufferType(CommandBufferType type)
{
return type switch
{
CommandBufferType.Graphics => CommandListType.Direct,
CommandBufferType.Compute => CommandListType.Compute,
CommandBufferType.Copy => CommandListType.Copy,
_ => throw new ArgumentException($"Unknown command buffer type: {type}")
};
}
private static Win32.Graphics.Direct3D12.ResourceStates ConvertResourceState(ResourceState state)
{
return state switch
{
ResourceState.Common or ResourceState.Present => Win32.Graphics.Direct3D12.ResourceStates.Common,
ResourceState.VertexAndConstantBuffer => Win32.Graphics.Direct3D12.ResourceStates.VertexAndConstantBuffer,
ResourceState.IndexBuffer => Win32.Graphics.Direct3D12.ResourceStates.IndexBuffer,
ResourceState.RenderTarget => Win32.Graphics.Direct3D12.ResourceStates.RenderTarget,
ResourceState.UnorderedAccess => Win32.Graphics.Direct3D12.ResourceStates.UnorderedAccess,
ResourceState.DepthWrite => Win32.Graphics.Direct3D12.ResourceStates.DepthWrite,
ResourceState.DepthRead => Win32.Graphics.Direct3D12.ResourceStates.DepthRead,
ResourceState.PixelShaderResource => Win32.Graphics.Direct3D12.ResourceStates.PixelShaderResource,
ResourceState.CopyDest => Win32.Graphics.Direct3D12.ResourceStates.CopyDest,
ResourceState.CopySource => Win32.Graphics.Direct3D12.ResourceStates.CopySource,
_ => throw new ArgumentException($"Unknown resource state: {state}")
};
}
public void Dispose()
{
if (_disposed) return;
_commandList.Dispose();
_allocator.Dispose();
_disposed = true;
}
}

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using Ghost.Graphics.RHI;
using Win32;
using Win32.Graphics.Direct3D12;
namespace Ghost.Graphics.D3D12;
/// <summary>
/// D3D12 implementation of command queue interface
/// </summary>
internal unsafe class D3D12CommandQueue : ICommandQueue
{
private ComPtr<ID3D12CommandQueue> _queue;
private ComPtr<ID3D12Fence1> _fence;
private readonly AutoResetEvent _fenceEvent;
private ulong _fenceValue;
private bool _disposed;
public CommandQueueType Type { get; }
public ID3D12CommandQueue* NativeQueue => _queue.Get();
public D3D12CommandQueue(ComPtr<ID3D12Device14> device, CommandQueueType type)
{
Type = type;
_fenceEvent = new AutoResetEvent(false);
_fenceValue = 0;
var queueDesc = new CommandQueueDescription
{
Type = ConvertCommandQueueType(type),
Priority = (int)CommandQueuePriority.Normal,
Flags = CommandQueueFlags.None,
};
fixed (void* queuePtr = &_queue)
{
device.Get()->CreateCommandQueue(&queueDesc, __uuidof<ID3D12CommandQueue>(), (void**)queuePtr);
}
device.Get()->CreateFence(0, FenceFlags.None, __uuidof<ID3D12Fence1>(), _fence.GetVoidAddressOf());
}
public void Submit(ICommandBuffer commandBuffer)
{
if (commandBuffer is D3D12CommandBuffer d3d12CommandBuffer)
{
var commandList = d3d12CommandBuffer.NativeCommandList;
var commandListPtr = (ID3D12CommandList*)commandList;
_queue.Get()->ExecuteCommandLists(1, &commandListPtr);
}
else
{
throw new ArgumentException("Command buffer must be a D3D12CommandBuffer", nameof(commandBuffer));
}
}
public void Submit(ICommandBuffer[] commandBuffers)
{
var commandLists = stackalloc ID3D12CommandList*[commandBuffers.Length];
for (int i = 0; i < commandBuffers.Length; i++)
{
if (commandBuffers[i] is D3D12CommandBuffer d3d12CommandBuffer)
{
commandLists[i] = (ID3D12CommandList*)d3d12CommandBuffer.NativeCommandList;
}
else
{
throw new ArgumentException($"Command buffer at index {i} must be a D3D12CommandBuffer", nameof(commandBuffers));
}
}
_queue.Get()->ExecuteCommandLists((uint)commandBuffers.Length, commandLists);
}
public ulong Signal(ulong value)
{
_fenceValue = value;
_queue.Get()->Signal((ID3D12Fence*)_fence.Get(), _fenceValue);
return _fenceValue;
}
public void WaitForValue(ulong value)
{
if (_fence.Get()->GetCompletedValue() < value)
{
var handle = new Handle((void*)_fenceEvent.SafeWaitHandle.DangerousGetHandle());
if (_fence.Get()->SetEventOnCompletion(value, handle).Success)
{
_fenceEvent.WaitOne();
}
}
}
public ulong GetCompletedValue()
{
return _fence.Get()->GetCompletedValue();
}
private static CommandListType ConvertCommandQueueType(CommandQueueType type)
{
return type switch
{
CommandQueueType.Graphics => CommandListType.Direct,
CommandQueueType.Compute => CommandListType.Compute,
CommandQueueType.Copy => CommandListType.Copy,
_ => throw new ArgumentException($"Unknown command queue type: {type}")
};
}
public void Dispose()
{
if (_disposed) return;
_fenceEvent?.Dispose();
_fence.Dispose();
_queue.Dispose();
_disposed = true;
}
}

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using Ghost.Graphics.RHI;
using Win32;
using Win32.Graphics.Direct3D12;
namespace Ghost.Graphics.D3D12;
/// <summary>
/// D3D12 implementation of descriptor allocator interface
/// </summary>
internal unsafe class D3D12DescriptorAllocator : IDescriptorAllocator
{
private readonly DescriptorAllocator _internalAllocator;
private bool _disposed;
public D3D12DescriptorAllocator(ComPtr<ID3D12Device14> device)
{
_internalAllocator = new DescriptorAllocator();
}
public DescriptorHandle AllocateRTV()
{
var rtvDescriptor = _internalAllocator.AllocateRTV();
return new DescriptorHandle(rtvDescriptor.Index);
}
public DescriptorHandle[] AllocateRTVs(uint count)
{
var rtvDescriptors = _internalAllocator.AllocateRTVs(count);
return rtvDescriptors.Select(desc => new DescriptorHandle(desc.Index)).ToArray();
}
public DescriptorHandle AllocateDSV()
{
var dsvDescriptor = _internalAllocator.AllocateDSV();
return new DescriptorHandle(dsvDescriptor.Index);
}
public DescriptorHandle AllocateSRV()
{
var srvDescriptor = _internalAllocator.AllocateSRV();
return new DescriptorHandle(srvDescriptor.Index);
}
public DescriptorHandle AllocateSampler()
{
var samplerDescriptor = _internalAllocator.AllocateSampler();
return new DescriptorHandle(samplerDescriptor.Index);
}
public DescriptorHandle AllocateBindless()
{
var bindlessDescriptor = _internalAllocator.AllocateBindless();
return new DescriptorHandle(bindlessDescriptor.Index);
}
public void ReleaseRTV(DescriptorHandle handle)
{
// TODO: Convert back to internal descriptor and release
}
public void ReleaseDSV(DescriptorHandle handle)
{
// TODO: Convert back to internal descriptor and release
}
public void ReleaseSRV(DescriptorHandle handle)
{
// TODO: Convert back to internal descriptor and release
}
public void ReleaseSampler(DescriptorHandle handle)
{
// TODO: Convert back to internal descriptor and release
}
public void ReleaseBindless(DescriptorHandle handle)
{
// TODO: Convert back to internal descriptor and release
}
public void Dispose()
{
if (_disposed) return;
_internalAllocator?.Dispose();
_disposed = true;
}
}

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using Ghost.Core;
using Ghost.Graphics.Data;
using Ghost.Graphics.RHI;
using Win32;
using Win32.Graphics.Direct3D;
using Win32.Graphics.Direct3D12;
using Win32.Graphics.Dxgi;
namespace Ghost.Graphics.D3D12;
/// <summary>
/// D3D12 implementation of the render device interface
/// </summary>
internal unsafe class D3D12RenderDevice : IRenderDevice
{
private ComPtr<IDXGIFactory7> _dxgiFactory;
private ComPtr<ID3D12Device14> _device;
private ComPtr<IDXGIAdapter1> _adapter;
private D3D12CommandQueue _graphicsQueue;
private D3D12CommandQueue _computeQueue;
private D3D12CommandQueue _copyQueue;
private D3D12DescriptorAllocator _descriptorAllocator;
private bool _disposed;
public ICommandQueue GraphicsQueue => _graphicsQueue;
public ICommandQueue ComputeQueue => _computeQueue;
public ICommandQueue CopyQueue => _copyQueue;
public IDescriptorAllocator DescriptorAllocator => _descriptorAllocator;
public ConstPtr<ID3D12Device14> NativeDevice => new(_device.Get());
public ConstPtr<IDXGIFactory7> DXGIFactory => new(_dxgiFactory.Get());
public ConstPtr<IDXGIAdapter1> Adapter => new(_adapter.Get());
public D3D12RenderDevice()
{
InitializeDevice();
_graphicsQueue = new D3D12CommandQueue(_device, CommandQueueType.Graphics);
_computeQueue = new D3D12CommandQueue(_device, CommandQueueType.Compute);
_copyQueue = new D3D12CommandQueue(_device, CommandQueueType.Copy);
_descriptorAllocator = new D3D12DescriptorAllocator(_device);
}
private void InitializeDevice()
{
#if DEBUG
CreateDXGIFactory2(true, __uuidof<IDXGIFactory7>(), _dxgiFactory.GetVoidAddressOf());
#else
CreateDXGIFactory2(false, __uuidof<IDXGIFactory7>(), _dxgiFactory.GetVoidAddressOf());
#endif
using ComPtr<IDXGIAdapter1> adapter = default;
for (uint adapterIndex = 0;
_dxgiFactory.Get()->EnumAdapterByGpuPreference(adapterIndex, GpuPreference.HighPerformance, __uuidof<IDXGIAdapter1>(), adapter.ReleaseAndGetVoidAddressOf()).Success;
adapterIndex++)
{
AdapterDescription1 desc = default;
adapter.Get()->GetDesc1(&desc);
// Don't select the Basic Render Driver adapter.
if ((desc.Flags & AdapterFlags.Software) != AdapterFlags.None)
{
continue;
}
if (D3D12CreateDevice((IUnknown*)adapter.Get(), FeatureLevel.Level_12_0, __uuidof<ID3D12Device14>(), _device.GetVoidAddressOf()).Success)
{
_adapter = adapter.Move();
break;
}
}
if (_device.Get() == null)
{
throw new PlatformNotSupportedException("Cannot create ID3D12Device with feature level 12.0");
}
}
public ICommandBuffer CreateCommandBuffer(CommandBufferType type = CommandBufferType.Graphics)
{
return new D3D12CommandBuffer(_device, type);
}
public ISwapChain CreateSwapChain(SwapChainDesc desc)
{
return new D3D12SwapChain(_dxgiFactory, _graphicsQueue.NativeQueue, desc);
}
public IRenderTarget CreateRenderTarget(RenderTargetDesc desc)
{
return new D3D12RenderTarget(_device, _descriptorAllocator, desc);
}
public ITexture CreateTexture(TextureDesc desc)
{
return new D3D12Texture(_device, desc);
}
public IBuffer CreateBuffer(BufferDesc desc)
{
return new D3D12Buffer(_device, desc);
}
public void Dispose()
{
if (_disposed) return;
_descriptorAllocator?.Dispose();
_graphicsQueue?.Dispose();
_computeQueue?.Dispose();
_copyQueue?.Dispose();
_device.Reset();
_dxgiFactory.Dispose();
_adapter.Dispose();
_disposed = true;
}
}

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using Ghost.Graphics.RHI;
using Win32;
using Win32.Graphics.Direct3D12;
namespace Ghost.Graphics.D3D12;
/// <summary>
/// D3D12 implementation of render target interface
/// Supports either color OR depth rendering, not both
/// </summary>
internal unsafe class D3D12RenderTarget : IRenderTarget
{
private readonly D3D12Texture _target;
private bool _disposed;
public uint Width { get; }
public uint Height { get; }
public RenderTargetType Type { get; }
public ITexture Target => _target;
public D3D12RenderTarget(ComPtr<ID3D12Device14> device, D3D12DescriptorAllocator descriptorAllocator, RenderTargetDesc desc)
{
Width = desc.Width;
Height = desc.Height;
Type = desc.Type;
// Create the target texture based on type
var usage = Type == RenderTargetType.Color ? TextureUsage.RenderTarget : TextureUsage.DepthStencil;
var textureDesc = new TextureDesc(desc.Width, desc.Height, desc.Format, 1, usage);
_target = new D3D12Texture(device, textureDesc);
}
public void Dispose()
{
if (_disposed) return;
_target?.Dispose();
_disposed = true;
}
}

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using Ghost.Graphics.RHI;
using Ghost.Graphics.Contracts;
using Ghost.Graphics.Data;
namespace Ghost.Graphics.D3D12;
/// <summary>
/// D3D12 implementation of the renderer interface using RHI abstractions
/// </summary>
public unsafe class D3D12Renderer : IRenderer
{
private struct FrameResource : IDisposable
{
public ICommandBuffer CommandBuffer;
public ulong FenceValue;
public FrameResource(IRenderDevice device)
{
CommandBuffer = device.CreateCommandBuffer();
FenceValue = 0;
}
public void Dispose()
{
CommandBuffer?.Dispose();
}
}
private readonly IRenderDevice _device;
private readonly ICommandQueue _commandQueue;
private readonly FrameResource[] _frameResources;
private uint _frameIndex;
private IRenderTarget? _renderTarget;
private ISwapChain? _swapChain;
private readonly Lock _lock = new();
private uint _pendingWidth;
private uint _pendingHeight;
private bool _resizeRequested;
private bool _disposed;
// TODO: Add render passes support
// private ImmutableArray<IRenderPass> _renderPasses;
public D3D12Renderer(IRenderDevice device)
{
_device = device;
_commandQueue = device.GraphicsQueue;
// Create frame resources for double buffering
_frameResources = new FrameResource[2];
for (int i = 0; i < _frameResources.Length; i++)
{
_frameResources[i] = new FrameResource(device);
}
}
public void SetRenderTarget(IRenderTarget? renderTarget)
{
_renderTarget = renderTarget;
_swapChain = null; // Clear swap chain when using render target
}
public void SetSwapChain(ISwapChain? swapChain)
{
_swapChain = swapChain;
_renderTarget = null; // Clear render target when using swap chain
}
public void RequestResize(uint width, uint height)
{
lock (_lock)
{
if (_pendingWidth == width && _pendingHeight == height)
return;
_resizeRequested = true;
_pendingWidth = width;
_pendingHeight = height;
}
}
public void ExecutePendingResize()
{
if (!_resizeRequested)
return;
uint newWidth, newHeight;
lock (_lock)
{
newWidth = _pendingWidth;
newHeight = _pendingHeight;
_resizeRequested = false;
}
// Wait for GPU to complete
WaitIdle();
// Resize swap chain if present
_swapChain?.Resize(newWidth, newHeight);
}
public void Render()
{
ExecutePendingResize();
// Get current frame resource
var frameIndex = _frameIndex % (uint)_frameResources.Length;
ref var frame = ref _frameResources[frameIndex];
// Wait for this frame resource to be available
if (frame.FenceValue > 0)
{
_commandQueue.WaitForValue(frame.FenceValue);
}
// Begin command recording
frame.CommandBuffer.Begin();
if (_renderTarget != null)
{
RenderToTarget(_renderTarget, frame.CommandBuffer);
}
else if (_swapChain != null)
{
RenderToSwapChain(_swapChain, frame.CommandBuffer);
}
else
{
// No render target - skip rendering
frame.CommandBuffer.End();
return;
}
// End command recording
frame.CommandBuffer.End();
// Submit commands
_commandQueue.Submit(frame.CommandBuffer);
// Present if using swap chain
_swapChain?.Present();
// Signal fence for this frame
frame.FenceValue = _commandQueue.Signal(++_frameIndex);
}
private void RenderToTarget(IRenderTarget target, ICommandBuffer cmd)
{
var clearColor = new Color128 { r = 1.0f, g = 0.0f, b = 1.0f, a = 1.0f };
cmd.BeginRenderPass(target, clearColor);
var viewport = new ViewportDesc(target.Width, target.Height);
var scissor = new RectDesc(0, 0, (int)target.Width, (int)target.Height);
cmd.SetViewport(viewport);
cmd.SetScissorRect(scissor);
// TODO: Execute render passes
// foreach (var pass in _renderPasses)
// {
// pass.Execute(cmd);
// }
cmd.EndRenderPass();
}
private void RenderToSwapChain(ISwapChain swapChain, ICommandBuffer cmd)
{
var backBuffer = swapChain.GetCurrentBackBuffer();
// Transition back buffer to render target
cmd.ResourceBarrier(backBuffer, ResourceState.Present, ResourceState.RenderTarget);
// Create temporary render target for back buffer
// TODO: This should be cached/reused
var renderTarget = CreateBackBufferRenderTarget(backBuffer);
RenderToTarget(renderTarget, cmd);
// Transition back buffer to present
cmd.ResourceBarrier(backBuffer, ResourceState.RenderTarget, ResourceState.Present);
renderTarget.Dispose();
}
private IRenderTarget CreateBackBufferRenderTarget(ITexture backBuffer)
{
// TODO: Create render target from back buffer texture
// This is a simplified implementation
var desc = RenderTargetDesc.Color(backBuffer.Width, backBuffer.Height, backBuffer.Format);
return _device.CreateRenderTarget(desc);
}
public void WaitIdle()
{
// Wait for all frame resources to complete
foreach (ref var frame in _frameResources.AsSpan())
{
if (frame.FenceValue > 0)
{
_commandQueue.WaitForValue(frame.FenceValue);
}
}
}
public void Dispose()
{
if (_disposed) return;
WaitIdle();
foreach (ref var frame in _frameResources.AsSpan())
{
frame.Dispose();
}
_disposed = true;
}
}

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using Ghost.Graphics.Contracts;
using Ghost.Graphics.RHI;
using Ghost.Graphics.D3D12.Utilities;
using Win32;
using Win32.Graphics.Direct3D12;
using Win32.Graphics.Dxgi;
using Win32.Graphics.Dxgi.Common;
namespace Ghost.Graphics.D3D12;
/// <summary>
/// D3D12 implementation of swap chain interface
/// </summary>
internal unsafe class D3D12SwapChain : ISwapChain
{
private ComPtr<IDXGISwapChain4> _swapChain;
private readonly D3D12Texture[] _backBuffers;
private uint _currentBackBufferIndex;
private bool _disposed;
public uint Width { get; private set; }
public uint Height { get; private set; }
public uint BufferCount { get; }
public D3D12SwapChain(ComPtr<IDXGIFactory7> factory, ID3D12CommandQueue* commandQueue, SwapChainDesc desc)
{
_backBuffers = new D3D12Texture[desc.BufferCount];
Width = desc.Width;
Height = desc.Height;
BufferCount = desc.BufferCount;
CreateSwapChain(factory, commandQueue, desc);
CreateBackBuffers();
}
private void CreateSwapChain(ComPtr<IDXGIFactory7> factory, ID3D12CommandQueue* commandQueue, SwapChainDesc desc)
{
var swapChainDesc = new SwapChainDescription1
{
Width = desc.Width,
Height = desc.Height,
Format = ConvertTextureFormat(desc.Format),
SampleDesc = new SampleDescription(1, 0),
BufferUsage = Usage.BackBuffer | Usage.RenderTargetOutput,
BufferCount = desc.BufferCount,
Scaling = Scaling.Stretch,
SwapEffect = SwapEffect.FlipDiscard,
AlphaMode = AlphaMode.Ignore,
Flags = SwapChainFlags.AllowTearing,
Stereo = false,
};
using ComPtr<IDXGISwapChain1> tempSwapChain = default;
switch (desc.Target.Type)
{
case SwapChainTargetType.Composition:
factory.Get()->CreateSwapChainForComposition((IUnknown*)commandQueue, &swapChainDesc, null, tempSwapChain.GetAddressOf());
// Set the composition surface
if (desc.Target.CompositionSurface != null)
{
var swapChainPanelNative = ISwapChainPanelNative.FromSwapChainPanel(desc.Target.CompositionSurface);
swapChainPanelNative.SetSwapChain((IntPtr)tempSwapChain.Get());
}
break;
case SwapChainTargetType.WindowHandle:
var swapChainFullscreenDesc = new SwapChainFullscreenDescription
{
Windowed = true,
};
factory.Get()->CreateSwapChainForHwnd(
(IUnknown*)commandQueue,
desc.Target.WindowHandle,
&swapChainDesc,
&swapChainFullscreenDesc,
null,
tempSwapChain.GetAddressOf());
break;
default:
throw new ArgumentException("Unsupported swap chain target type.");
}
if (tempSwapChain.Get()->QueryInterface(__uuidof<IDXGISwapChain4>(), _swapChain.GetVoidAddressOf()).Failure)
{
throw new InvalidOperationException("Failed to create IDXGISwapChain4 interface.");
}
_currentBackBufferIndex = _swapChain.Get()->GetCurrentBackBufferIndex();
}
private void CreateBackBuffers()
{
for (uint i = 0; i < BufferCount; i++)
{
ComPtr<ID3D12Resource> backBuffer = default;
_swapChain.Get()->GetBuffer(i, __uuidof<ID3D12Resource>(), backBuffer.GetVoidAddressOf());
backBuffer.Get()->SetName($"SwapChain_BackBuffer_{i}");
_backBuffers[i] = new D3D12Texture(backBuffer.Move(), Width, Height, TextureFormat.B8G8R8A8_UNorm);
}
}
public ITexture GetCurrentBackBuffer()
{
_currentBackBufferIndex = _swapChain.Get()->GetCurrentBackBufferIndex();
return _backBuffers[_currentBackBufferIndex];
}
public void Present(bool vsync = true)
{
var presentFlags = PresentFlags.None;
var syncInterval = vsync ? 1u : 0u;
if (_swapChain.Get()->Present(syncInterval, presentFlags).Failure)
{
throw new InvalidOperationException("Failed to present swap chain.");
}
}
public void Resize(uint width, uint height)
{
if (Width == width && Height == height)
return;
// Release old back buffers
for (int i = 0; i < _backBuffers.Length; i++)
{
_backBuffers[i]?.Dispose();
}
// Resize the swap chain
if (_swapChain.Get()->ResizeBuffers(BufferCount, width, height, Format.B8G8R8A8Unorm, SwapChainFlags.AllowTearing).Failure)
{
throw new InvalidOperationException("Failed to resize swap chain buffers.");
}
Width = width;
Height = height;
// Recreate back buffers
CreateBackBuffers();
_currentBackBufferIndex = _swapChain.Get()->GetCurrentBackBufferIndex();
}
private static Format ConvertTextureFormat(TextureFormat format)
{
return format switch
{
TextureFormat.R8G8B8A8_UNorm => Format.R8G8B8A8Unorm,
TextureFormat.B8G8R8A8_UNorm => Format.B8G8R8A8Unorm,
TextureFormat.R16G16B16A16_Float => Format.R16G16B16A16Float,
TextureFormat.R32G32B32A32_Float => Format.R32G32B32A32Float,
_ => throw new ArgumentException($"Unsupported texture format: {format}")
};
}
public void Dispose()
{
if (_disposed) return;
for (int i = 0; i < _backBuffers.Length; i++)
{
_backBuffers[i]?.Dispose();
}
_swapChain.Dispose();
_disposed = true;
}
}

View File

@@ -0,0 +1,135 @@
using Ghost.Graphics.RHI;
using Win32;
using Win32.Graphics.Direct3D12;
namespace Ghost.Graphics.D3D12;
/// <summary>
/// D3D12 implementation of texture interface
/// </summary>
internal unsafe class D3D12Texture : ITexture
{
private ComPtr<ID3D12Resource> _resource;
private ResourceState _currentState;
private bool _disposed;
public uint Width { get; }
public uint Height { get; }
public TextureFormat Format { get; }
public uint MipLevels { get; }
public string Name { get; set; } = string.Empty;
public ulong Size { get; }
public ResourceState CurrentState => _currentState;
public ID3D12Resource* NativeResource => _resource.Get();
public D3D12Texture(ComPtr<ID3D12Resource> resource, uint width, uint height, TextureFormat format, uint mipLevels = 1)
{
_resource = resource.Move();
Width = width;
Height = height;
Format = format;
MipLevels = mipLevels;
_currentState = ResourceState.Common;
var desc = _resource.Get()->GetDesc();
Size = (ulong)(desc.Width * desc.Height * GetBytesPerPixel(format));
}
public D3D12Texture(ComPtr<ID3D12Device14> device, TextureDesc desc)
{
Width = desc.Width;
Height = desc.Height;
Format = desc.Format;
MipLevels = desc.MipLevels;
_currentState = ResourceState.Common;
CreateTexture(device, desc);
Size = (ulong)(Width * Height * GetBytesPerPixel(Format));
}
private void CreateTexture(ComPtr<ID3D12Device14> device, TextureDesc desc)
{
var resourceDesc = new ResourceDescription
{
Dimension = ResourceDimension.Texture2D,
Alignment = 0,
Width = desc.Width,
Height = desc.Height,
DepthOrArraySize = 1,
MipLevels = (ushort)desc.MipLevels,
Format = ConvertTextureFormat(desc.Format),
SampleDesc = new Win32.Graphics.Dxgi.Common.SampleDescription(1, 0),
Layout = TextureLayout.Unknown,
Flags = ConvertTextureUsage(desc.Usage)
};
var heapProps = new HeapProperties
{
Type = HeapType.Default,
CPUPageProperty = CpuPageProperty.Unknown,
MemoryPoolPreference = MemoryPool.Unknown,
CreationNodeMask = 1,
VisibleNodeMask = 1
};
device.Get()->CreateCommittedResource(
&heapProps,
HeapFlags.None,
&resourceDesc,
Win32.Graphics.Direct3D12.ResourceStates.Common,
null,
__uuidof<ID3D12Resource>(),
_resource.GetVoidAddressOf());
}
private static Win32.Graphics.Dxgi.Common.Format ConvertTextureFormat(TextureFormat format)
{
return format switch
{
TextureFormat.R8G8B8A8_UNorm => Win32.Graphics.Dxgi.Common.Format.R8G8B8A8Unorm,
TextureFormat.B8G8R8A8_UNorm => Win32.Graphics.Dxgi.Common.Format.B8G8R8A8Unorm,
TextureFormat.R16G16B16A16_Float => Win32.Graphics.Dxgi.Common.Format.R16G16B16A16Float,
TextureFormat.R32G32B32A32_Float => Win32.Graphics.Dxgi.Common.Format.R32G32B32A32Float,
TextureFormat.D24_UNorm_S8_UInt => Win32.Graphics.Dxgi.Common.Format.D24UnormS8Uint,
TextureFormat.D32_Float => Win32.Graphics.Dxgi.Common.Format.D32Float,
_ => throw new ArgumentException($"Unsupported texture format: {format}")
};
}
private static ResourceFlags ConvertTextureUsage(TextureUsage usage)
{
var flags = ResourceFlags.None;
if ((usage & TextureUsage.RenderTarget) != 0)
flags |= ResourceFlags.AllowRenderTarget;
if ((usage & TextureUsage.DepthStencil) != 0)
flags |= ResourceFlags.AllowDepthStencil;
if ((usage & TextureUsage.UnorderedAccess) != 0)
flags |= ResourceFlags.AllowUnorderedAccess;
return flags;
}
private static uint GetBytesPerPixel(TextureFormat format)
{
return format switch
{
TextureFormat.R8G8B8A8_UNorm => 4,
TextureFormat.B8G8R8A8_UNorm => 4,
TextureFormat.R16G16B16A16_Float => 8,
TextureFormat.R32G32B32A32_Float => 16,
TextureFormat.D24_UNorm_S8_UInt => 4,
TextureFormat.D32_Float => 4,
_ => 4
};
}
public void Dispose()
{
if (_disposed) return;
_resource.Dispose();
_disposed = true;
}
}

View File

@@ -1,6 +1,4 @@
using Ghost.Core;
using Ghost.Graphics.Data;
using System.Collections.Immutable;
using Win32;
using Win32.Graphics.Direct3D;
using Win32.Graphics.Direct3D12;
@@ -8,6 +6,12 @@ using Win32.Graphics.Dxgi;
namespace Ghost.Graphics.D3D12;
/// <summary>
/// Legacy D3D12 GraphicsDevice - DEPRECATED
/// Use D3D12RenderDevice instead for new code
/// This class remains for compatibility during migration
/// </summary>
[Obsolete("Use D3D12RenderDevice instead")]
internal unsafe class GraphicsDevice
{
private ComPtr<IDXGIFactory7> _dxgiFactory;
@@ -15,14 +19,8 @@ internal unsafe class GraphicsDevice
private ComPtr<IDXGIAdapter1> _adapter;
private ComPtr<ID3D12CommandQueue> _commandQueue;
private ImmutableArray<Renderer> _initializeQueue;
private ImmutableArray<Renderer> _renderers;
private bool _disposed;
public ReadOnlySpan<Renderer> InitializeQueue => _initializeQueue.AsSpan();
public ReadOnlySpan<Renderer> Renderers => _renderers.AsSpan();
public ConstPtr<ID3D12Device14> NativeDevice => new(_device.Get());
public ConstPtr<IDXGIFactory7> DXGIFactory => new(_dxgiFactory.Get());
public ConstPtr<IDXGIAdapter1> Adapter => new(_adapter.Get());
@@ -32,9 +30,6 @@ internal unsafe class GraphicsDevice
{
InitializeDevice();
InitializeCommandQueue();
_initializeQueue = ImmutableArray<Renderer>.Empty;
_renderers = ImmutableArray<Renderer>.Empty;
}
private void InitializeDevice()
@@ -88,48 +83,6 @@ internal unsafe class GraphicsDevice
}
}
public Renderer CreateRenderer(in SwapChainPresenter presenter)
{
var renderView = new Renderer(this, in presenter);
ImmutableInterlocked.Update(ref _initializeQueue, old => old.Add(renderView));
return renderView;
}
public void RemoveRenderer(Renderer renderer)
{
if (renderer is Renderer dx12RenderView)
{
dx12RenderView.Dispose();
var index = _initializeQueue.IndexOf(dx12RenderView);
if (index > -1)
{
ImmutableInterlocked.Update(ref _initializeQueue, old => old.RemoveAt(index));
}
else
{
ImmutableInterlocked.Update(ref _renderers, old => old.Remove(dx12RenderView));
}
}
}
public void InitializePendingRenderers()
{
if (_initializeQueue.IsEmpty)
{
return;
}
foreach (var renderer in _initializeQueue.AsSpan())
{
renderer.Initialize();
}
ImmutableInterlocked.Update(ref _renderers, old => old.AddRange(_initializeQueue));
_initializeQueue = _initializeQueue.Clear();
}
public void Dispose()
{
if (_disposed)
@@ -137,11 +90,6 @@ internal unsafe class GraphicsDevice
return;
}
foreach (var renderer in _renderers)
{
renderer.Dispose();
}
_commandQueue.Dispose();
_device.Reset();
_dxgiFactory.Dispose();

View File

@@ -1,4 +1,4 @@
using Ghost.Graphics.Contracts;
using Ghost.Graphics.Contracts;
using Ghost.Graphics.D3D12.Utilities;
using Ghost.Graphics.Data;
using System.Collections.Immutable;
@@ -13,6 +13,13 @@ namespace Ghost.Graphics.D3D12;
// TODO: We should split the renderer and swap chain into different classes to allow for more flexibility in rendering pipelines.
// Each renderer can have a render target (swap chain or texture).
// When render target is null, skip the render pass execution.
/// <summary>
/// Legacy D3D12 Renderer - DEPRECATED
/// Use D3D12Renderer instead for new code
/// This class remains for compatibility during migration
/// </summary>
[Obsolete("Use D3D12Renderer instead")]
internal unsafe class Renderer
{
private struct FrameResource : IDisposable

View File

@@ -28,7 +28,7 @@ internal unsafe class ResourceAllocator
}
public AllocationInfo(in Allocation allocation, uint generation)
: this(allocation, GraphicsPipeline.CPUFenceValue + 1, generation)
: this(allocation, 0 /* TODO: Use proper fence value from render system */, generation)
{
}
@@ -65,12 +65,12 @@ internal unsafe class ResourceAllocator
}
}
public ResourceAllocator()
public ResourceAllocator(IDXGIAdapter* pAdapter, ID3D12Device* pDevice)
{
var desc = new AllocatorDesc
{
pAdapter = (IDXGIAdapter*)GraphicsPipeline.GraphicsDevice.Adapter.Ptr,
pDevice = (ID3D12Device*)GraphicsPipeline.GraphicsDevice.NativeDevice.Ptr,
pAdapter = pAdapter,
pDevice = pDevice,
Flags = AllocatorFlags.DefaultPoolsNotZeroed | AllocatorFlags.MSAATexturesAlwaysCommitted
};
@@ -181,10 +181,8 @@ internal unsafe class ResourceAllocator
{
ref var handle = ref _temResources.Peek();
ref var info = ref _allocations[handle.id];
if (info.cpuFenceValue > GraphicsPipeline.GPUFenceValue)
{
break;
}
// TODO: Implement proper fence-based cleanup with RenderSystem
// For now, just release all temp resources
ReleaseAllocation(in handle);
_temResources.Dequeue();