forked from Misaki/GhostEngine
Enhance graphics engine and code organization
Added `InternalsVisibleTo` attribute for "Ghost.Graphics" and "Ghost.Editor" in `AssemblyInfo.cs`. Added a new `EngineAssemblyAttribute` in `EngineAssemblyAttribute.cs`. Added a reference to `Misaki.HighPerformance.Unsafe` in `Ghost.Core.csproj`. Added a new `Bounds` struct to represent axis-aligned bounding boxes in `Bounds.cs`. Added new `Color32` and `Color128` structs for color representation in `Color.cs`. Changed the namespace from `Ghost.Editor.Controls` to `Ghost.Editor.Core.Controls` in multiple files. Changed the implicit conversion operator in `ConstPtr<T>` to use a more descriptive parameter name in `ConstPtr.cs`. Changed the `Mesh` class to use `Color128` instead of `Color32` for color representation. Enhanced the `TypeCache` class to load types from assemblies marked with `EngineAssemblyAttribute`. Enhanced the `ProjectService` class to improve the `GetAllProjectAsync` method by filtering out bad projects. Enhanced the `GraphicsPipeline` class to support both DX12 and D3D12 graphics APIs. Enhanced the `Shader` class to include methods for compiling HLSL shaders and managing root signatures. Enhanced the `MeshRenderPass` class to utilize the new shader compilation methods. Refactored the `AppStateMachine` class to use private fields instead of static fields for state management. Refactored the `ComponentDataView` class to use the new namespace and improve organization. Refactored project references in `Ghost.Graphics.csproj` to include new dependencies and remove outdated ones. Made various adjustments to ensure consistency and improve code quality across multiple files.
This commit is contained in:
165
Ghost.Graphics/D3D12/D3D12GraphicsDevice.cs
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165
Ghost.Graphics/D3D12/D3D12GraphicsDevice.cs
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using Ghost.Core;
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using Ghost.Graphics.Contracts;
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using Ghost.Graphics.Data;
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using System.Collections.Immutable;
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using Win32;
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using Win32.Graphics.Direct3D;
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using Win32.Graphics.Direct3D12;
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using Win32.Graphics.Dxgi;
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namespace Ghost.Graphics.D3D12;
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internal unsafe class D3D12GraphicsDevice : IGraphicsDevice
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{
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#if DEBUG
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private readonly D3D12DebugLayer _debugLayer;
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#endif
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private ComPtr<IDXGIFactory7> _dxgiFactory;
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private ComPtr<ID3D12Device14> _device;
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private ComPtr<ID3D12CommandQueue> _commandQueue;
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private ImmutableArray<IRenderer> _initializeQueue;
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private ImmutableArray<IRenderer> _renderers;
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private bool _disposed;
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public static GraphicsAPI TargetAPI => GraphicsAPI.D3D12;
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public ReadOnlySpan<IRenderer> InitializeQueue => _initializeQueue.AsSpan();
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public ReadOnlySpan<IRenderer> Renderers => _renderers.AsSpan();
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public ConstPtr<ID3D12Device14> NativeDevice => new(_device.Get());
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public ConstPtr<IDXGIFactory7> DXGIFactory => new(_dxgiFactory.Get());
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public ConstPtr<ID3D12CommandQueue> CommandQueue => new(_commandQueue.Get());
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public D3D12GraphicsDevice()
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{
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#if DEBUG
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_debugLayer = new D3D12DebugLayer();
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#endif
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InitializeDevice();
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InitializeCommandQueue();
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_initializeQueue = ImmutableArray<IRenderer>.Empty;
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_renderers = ImmutableArray<IRenderer>.Empty;
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}
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private void InitializeDevice()
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{
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#if DEBUG
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CreateDXGIFactory2(true, __uuidof<IDXGIFactory7>(), _dxgiFactory.GetVoidAddressOf());
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#else
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CreateDXGIFactory2(false, __uuidof<IDXGIFactory7>(), _dxgiFactory.GetVoidAddressOf());
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#endif
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using ComPtr<IDXGIAdapter1> adapter = default;
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for (uint adapterIndex = 0;
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_dxgiFactory.Get()->EnumAdapterByGpuPreference(adapterIndex, GpuPreference.HighPerformance, __uuidof<IDXGIAdapter1>(), adapter.ReleaseAndGetVoidAddressOf()).Success;
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adapterIndex++)
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{
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AdapterDescription1 desc = default;
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adapter.Get()->GetDesc1(&desc);
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// Don't select the Basic Render Driver adapter.
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if ((desc.Flags & AdapterFlags.Software) != AdapterFlags.None)
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{
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continue;
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}
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if (D3D12CreateDevice((IUnknown*)adapter.Get(), FeatureLevel.Level_11_0, __uuidof<ID3D12Device14>(), _device.GetVoidAddressOf()).Success)
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{
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break;
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}
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}
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if (_device.Get() == null)
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{
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throw new PlatformNotSupportedException("Cannot create ID3D12Device");
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}
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}
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private void InitializeCommandQueue()
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{
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var queueDesc = new CommandQueueDescription
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{
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Type = CommandListType.Direct,
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Priority = (int)CommandQueuePriority.High,
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Flags = CommandQueueFlags.None,
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};
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fixed (void* queuePtr = &_commandQueue)
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{
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_device.Get()->CreateCommandQueue(&queueDesc, __uuidof<ID3D12CommandQueue>(), (void**)queuePtr);
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}
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}
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public IRenderer CreateRenderer(in SwapChainPresenter presenter)
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{
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var renderView = new D3D12Renderer(this, in presenter);
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ImmutableInterlocked.Update(ref _initializeQueue, old => old.Add(renderView));
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return renderView;
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}
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public void RemoveRenderer(IRenderer renderer)
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{
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if (renderer is D3D12Renderer dx12RenderView)
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{
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dx12RenderView.Dispose();
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var index = _initializeQueue.IndexOf(dx12RenderView);
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if (index > -1)
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{
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ImmutableInterlocked.Update(ref _initializeQueue, old => old.RemoveAt(index));
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}
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else
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{
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ImmutableInterlocked.Update(ref _renderers, old => old.Remove(dx12RenderView));
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}
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}
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}
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public void InitializePendingRenderers()
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{
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if (_initializeQueue.IsEmpty)
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{
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return;
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}
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foreach (var renderer in _initializeQueue.AsSpan())
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{
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renderer.Initialize();
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}
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ImmutableInterlocked.Update(ref _renderers, old => old.AddRange(_initializeQueue));
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_initializeQueue = _initializeQueue.Clear();
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}
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public void Dispose()
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{
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if (_disposed)
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{
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return;
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}
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foreach (var renderer in _renderers)
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{
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renderer.Dispose();
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}
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foreach (var renderView in _renderers)
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{
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renderView.Dispose();
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}
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_commandQueue.Dispose();
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_device.Dispose();
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_dxgiFactory.Dispose();
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#if DEBUG
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_debugLayer.Dispose();
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#endif
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_disposed = true;
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}
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}
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