forked from Misaki/GhostEngine
Refactor: add command allocator & render target strategies
Major refactor of graphics infrastructure: - Introduce ICommandAllocator and D3D12CommandAllocator for explicit command buffer management. - Change ICommandBuffer.Begin to require an allocator. - Add IRenderTargetStrategy abstraction with swap chain and texture implementations. - Update IRenderer to use RenderTargetStrategy instead of direct handle. - Add DPI scaling support to swap chains (ScaleX/ScaleY, SetScale). - RenderSystem now supports thread-safe swap chain resize requests. - Remove persistent copy command buffer; use per-frame allocators. - Make Logger public/static and clean up API visibility. - Update .editorconfig and debug layer enablement. These changes improve modularity, DPI-awareness, and future extensibility.
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@@ -2,6 +2,7 @@ using Ghost.Core;
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using Ghost.Graphics.RHI;
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using Ghost.Graphics.Core;
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using Ghost.Graphics.RenderPasses;
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using Ghost.Graphics.Contracts;
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namespace Ghost.Graphics.D3D12;
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@@ -10,48 +11,30 @@ namespace Ghost.Graphics.D3D12;
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/// </summary>
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internal class D3D12Renderer : IRenderer
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{
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private struct FrameResource : IDisposable
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{
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public ICommandBuffer commandBuffer;
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public ulong fenceValue;
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public FrameResource(D3D12GraphicsEngine graphicsEngine, int index)
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{
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commandBuffer = graphicsEngine.CreateCommandBuffer();
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commandBuffer.Name = $"Frame Command Buffer {index}";
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fenceValue = 0;
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}
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public readonly void Dispose()
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{
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commandBuffer?.Dispose();
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}
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}
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private readonly D3D12GraphicsEngine _graphicsEngine;
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private uint _frameIndex;
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private readonly D3D12ResourceDatabase _resourceDatabase;
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private Handle<Texture> _renderTarget;
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private readonly ICommandBuffer _commandBuffer;
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private uint _frameIndex;
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private bool _disposed;
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// NOTE: Testing only.
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private readonly MeshRenderPass _pass;
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public Handle<Texture> RenderTarget => _renderTarget;
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public IRenderTargetStrategy? RenderTargetStrategy
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{
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get; set;
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}
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// TODO: Add render passes support
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// private ImmutableArray<IRenderPass> _renderPasses;
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// TODO: Add render graph support
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public D3D12Renderer(D3D12GraphicsEngine graphicsEngine, D3D12ResourceDatabase resourceDatabase)
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{
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_graphicsEngine = graphicsEngine;
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_resourceDatabase = resourceDatabase;
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_renderTarget = Handle<Texture>.Invalid;
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_commandBuffer = _graphicsEngine.CreateCommandBuffer(CommandBufferType.Graphics);
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// NOTE: Testing only.
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_pass = new();
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@@ -62,36 +45,47 @@ internal class D3D12Renderer : IRenderer
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Dispose();
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}
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public void SetRenderTarget(Handle<Texture> renderTarget)
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public Result Render(ICommandAllocator commandAllocator)
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{
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_resourceDatabase.ReleaseResource(_renderTarget.AsResource());
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_renderTarget = renderTarget;
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}
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public Result Render(ICommandBuffer commandBuffer)
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{
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if (!_renderTarget.IsValid)
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if (RenderTargetStrategy is null)
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{
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return Result.Failure("Render target is not set.");
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return Result.Failure("Render target strategy is not set.");
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}
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commandBuffer.Begin();
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var target = RenderTargetStrategy.GetRenderTarget();
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if (target.IsNotValid)
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{
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return Result.Failure("Render target is invalid.");
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}
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_commandBuffer.Begin(commandAllocator);
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RenderTargetStrategy.BeginRender(_commandBuffer);
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// NOTE: Temperary solution: render directly to the swap chain back buffer if available.
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// HACK: This is hard coded for testing purposes only.
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var error = RenderScene(_renderTarget, commandBuffer);
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var error = RenderScene(target);
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if (error != ErrorStatus.None)
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{
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commandBuffer.End();
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_commandBuffer.End();
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return Result.Failure(error);
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}
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return commandBuffer.End();
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RenderTargetStrategy.EndRender(_commandBuffer);
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var r = _commandBuffer.End();
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if (r.IsFailure)
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{
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return r;
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}
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_graphicsEngine.Device.GraphicsQueue.Submit(_commandBuffer);
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RenderTargetStrategy.Present();
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return Result.Success();
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}
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// TODO: A proper render graph integration.
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private ErrorStatus RenderScene(Handle<Texture> target, ICommandBuffer cmd)
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private ErrorStatus RenderScene(Handle<Texture> target)
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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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@@ -112,7 +106,7 @@ internal class D3D12Renderer : IRenderer
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};
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// NOTE: Testing only.
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var ctx = new RenderingContext(_graphicsEngine, cmd, _graphicsEngine.CopyCommandBuffer, null!);
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var ctx = new RenderingContext(_graphicsEngine, _commandBuffer);
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if (_frameIndex == 0)
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{
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_pass.Initialize(ref ctx);
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@@ -124,18 +118,20 @@ internal class D3D12Renderer : IRenderer
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return result.Error;
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}
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// TODO: Decouple viewport and scissor from the texture size.
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var texDesc = result.Value.TextureDescription;
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var viewport = new ViewportDesc { Width = texDesc.Width, Height = texDesc.Height, MinDepth = 0, MaxDepth = 1 };
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var scissor = new RectDesc { Right = texDesc.Width, Bottom = texDesc.Height };
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cmd.BeginRenderPass(rtDesc, depthDesc, false);
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cmd.SetViewport(viewport);
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cmd.SetScissorRect(scissor);
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_commandBuffer.BeginRenderPass(rtDesc, depthDesc, false);
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_commandBuffer.SetViewport(viewport);
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_commandBuffer.SetScissorRect(scissor);
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// NOTE: Testing only.
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_pass.Execute(ref ctx);
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cmd.EndRenderPass();
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_commandBuffer.EndRenderPass();
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_frameIndex++;
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return ErrorStatus.None;
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}
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@@ -150,6 +146,8 @@ internal class D3D12Renderer : IRenderer
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// NOTE: Testing only.
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_pass.Cleanup(_resourceDatabase);
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_commandBuffer.Dispose();
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_disposed = true;
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GC.SuppressFinalize(this);
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