feat: Implement D3D12 resource factory and improve swap chain management

- Added D3D12ResourceFactory for creating render targets, textures, and buffers.
- Enhanced D3D12SwapChain to manage back buffer render targets and provide access to them.
- Updated D3D12Texture to utilize resource handles for better resource management.
- Removed legacy ResourceAllocator and integrated improvements for resource handling.
- Introduced new interfaces for resource factory and swap chain to streamline resource creation.
- Added support for mip levels and texture dimensions in render target and texture descriptions.
- Created new markdown files to document allocator and swap chain improvements.
This commit is contained in:
2025-09-02 19:39:34 +09:00
parent 5385141f14
commit 78cc64b1d2
20 changed files with 848 additions and 680 deletions

View File

@@ -8,17 +8,34 @@ public interface IRenderDevice : IDisposable
/// <summary>
/// Graphics command queue for rendering operations
/// </summary>
ICommandQueue GraphicsQueue { get; }
ICommandQueue GraphicsQueue
{
get;
}
/// <summary>
/// Compute command queue for compute shader operations
/// </summary>
ICommandQueue ComputeQueue { get; }
ICommandQueue ComputeQueue
{
get;
}
/// <summary>
/// Copy command queue for data transfer operations
/// </summary>
ICommandQueue CopyQueue { get; }
ICommandQueue CopyQueue
{
get;
}
/// <summary>
/// Gets the descriptor allocator for managing descriptors
/// </summary>
IDescriptorAllocator DescriptorAllocator
{
get;
}
/// <summary>
/// Creates a command buffer for recording rendering commands
@@ -33,32 +50,6 @@ public interface IRenderDevice : IDisposable
/// <param name="desc">Swap chain description</param>
/// <returns>A new swap chain instance</returns>
ISwapChain CreateSwapChain(SwapChainDesc desc);
/// <summary>
/// Creates a render target for off-screen rendering
/// </summary>
/// <param name="desc">Render target description</param>
/// <returns>A new render target instance</returns>
IRenderTarget CreateRenderTarget(RenderTargetDesc desc);
/// <summary>
/// Creates a texture resource
/// </summary>
/// <param name="desc">Texture description</param>
/// <returns>A new texture instance</returns>
ITexture CreateTexture(TextureDesc desc);
/// <summary>
/// Creates a buffer resource
/// </summary>
/// <param name="desc">Buffer description</param>
/// <returns>A new buffer instance</returns>
IBuffer CreateBuffer(BufferDesc desc);
/// <summary>
/// Gets the descriptor allocator for managing descriptors
/// </summary>
IDescriptorAllocator DescriptorAllocator { get; }
}
/// <summary>

View File

@@ -71,6 +71,21 @@ public struct RenderTargetDesc
/// </summary>
public TextureFormat Format;
/// <summary>
/// Texture dimension
/// </summary>
public TextureDimension Dimension;
/// <summary>
/// Creation flags for the render target
/// </summary>
public RenderTargetCreationFlags CreationFlags;
/// <summary>
/// Number of mip levels. 0 to generate full mip chain
/// </summary>
public uint MipLevels;
/// <summary>
/// Number of samples for MSAA
/// </summary>
@@ -79,7 +94,10 @@ public struct RenderTargetDesc
/// <summary>
/// Creates a color render target
/// </summary>
public static RenderTargetDesc Color(uint width, uint height, TextureFormat format, uint sampleCount = 1)
public static RenderTargetDesc Color(uint width, uint height,
TextureFormat format, TextureDimension dimension = TextureDimension.Texture2D,
RenderTargetCreationFlags creationFlags = RenderTargetCreationFlags.AllowUAV | RenderTargetCreationFlags.DynamicallyScalable | RenderTargetCreationFlags.GenerateMips,
uint mipLevels = 0u, uint sampleCount = 1)
{
return new RenderTargetDesc
{
@@ -87,6 +105,9 @@ public struct RenderTargetDesc
Height = height,
Type = RenderTargetType.Color,
Format = format,
Dimension = dimension,
CreationFlags = creationFlags,
MipLevels = mipLevels,
SampleCount = sampleCount
};
}
@@ -94,7 +115,10 @@ public struct RenderTargetDesc
/// <summary>
/// Creates a depth render target
/// </summary>
public static RenderTargetDesc Depth(uint width, uint height, TextureFormat format = TextureFormat.D24_UNorm_S8_UInt, uint sampleCount = 1)
public static RenderTargetDesc Depth(uint width, uint height,
TextureFormat format = TextureFormat.D24_UNorm_S8_UInt, TextureDimension dimension = TextureDimension.Texture2D,
RenderTargetCreationFlags creationFlags = RenderTargetCreationFlags.AllowUAV | RenderTargetCreationFlags.DynamicallyScalable,
uint mipLevels = 0u, uint sampleCount = 1)
{
return new RenderTargetDesc
{
@@ -102,6 +126,9 @@ public struct RenderTargetDesc
Height = height,
Type = RenderTargetType.Depth,
Format = format,
Dimension = dimension,
CreationFlags = creationFlags,
MipLevels = mipLevels,
SampleCount = sampleCount
};
}
@@ -128,7 +155,12 @@ public struct TextureDesc
public TextureFormat Format;
/// <summary>
/// Number of mip levels
/// Texture dimension
/// </summary>
public TextureDimension Dimension;
/// <summary>
/// Number of mip levels. 0 to generate full mip chain
/// </summary>
public uint MipLevels;
@@ -137,11 +169,12 @@ public struct TextureDesc
/// </summary>
public TextureUsage Usage;
public TextureDesc(uint width, uint height, TextureFormat format, uint mipLevels = 1, TextureUsage usage = TextureUsage.ShaderResource)
public TextureDesc(uint width, uint height, TextureFormat format, TextureDimension dimension = TextureDimension.Texture2D, uint mipLevels = 0u, TextureUsage usage = TextureUsage.ShaderResource)
{
Width = width;
Height = height;
Format = format;
Dimension = dimension;
MipLevels = mipLevels;
Usage = usage;
}
@@ -188,6 +221,33 @@ public enum TextureUsage
UnorderedAccess = 1 << 3
}
/// <summary>
/// Dimensions of the texture
/// </summary>
public enum TextureDimension
{
Unknown = -1,
None = 0,
Texture2D = 1,
Texture3D = 2,
TextureCube = 3,
Texture2DArray = 4,
TextureCubeArray = 5
}
/// <summary>
/// Render target creation flags
/// </summary>
[Flags]
public enum RenderTargetCreationFlags
{
None = 0,
AllowUAV = 1 << 0,
AllowMSAA = 1 << 1,
DynamicallyScalable = 1 << 2,
GenerateMips = 1 << 3
}
/// <summary>
/// Memory types for resources
/// </summary>

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@@ -0,0 +1,41 @@
using Ghost.Graphics.Data;
namespace Ghost.Graphics.RHI;
public interface IResourceFactory
{
/// <summary>
/// Creates a render target for off-screen rendering
/// </summary>
/// <param name="desc">Render target description</param>
/// <returns>A new render target instance</returns>
public IRenderTarget CreateRenderTarget(ref readonly RenderTargetDesc desc);
/// <summary>
/// Creates a texture resource
/// </summary>
/// <param name="desc">Texture description</param>
/// <returns>A new texture handle point to the resource</returns>
public TextureHandle CreateTextureHandle(ref readonly TextureDesc desc);
/// <summary>
/// Creates a texture resource
/// </summary>
/// <param name="desc">Texture description</param>
/// <returns>A new texture instance</returns>
public ITexture CreateTexture(ref readonly TextureDesc desc);
/// <summary>
/// Creates a buffer resource
/// </summary>
/// <param name="desc">Buffer description</param>
/// <returns>A new buffer handle point to the resource</returns>
public BufferHandle CreateBufferHandle(ref readonly BufferDesc desc);
/// <summary>
/// Creates a buffer resource
/// </summary>
/// <param name="desc">Buffer description</param>
/// <returns>A new buffer instance</returns>
public IBuffer CreateBuffer(ref readonly BufferDesc desc);
}

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@@ -28,6 +28,12 @@ public interface ISwapChain : IDisposable
/// <returns>Current back buffer texture</returns>
ITexture GetCurrentBackBuffer();
/// <summary>
/// Gets the current back buffer as a render target
/// </summary>
/// <returns>Current back buffer render target</returns>
IRenderTarget GetCurrentBackBufferRenderTarget();
/// <summary>
/// Presents the rendered frame
/// </summary>