forked from Misaki/GhostEngine
refactor IRenderer
This commit is contained in:
@@ -77,7 +77,7 @@ internal class D3D12GraphicsEngine : IGraphicsEngine
|
||||
{
|
||||
ThrowIfDisposed();
|
||||
|
||||
var renderer = new D3D12Renderer(this, _resourceAllocator, _resourceDatabase);
|
||||
var renderer = new D3D12Renderer(this, _resourceDatabase);
|
||||
ImmutableInterlocked.Update(ref _renderers, renderers => renderers.Add(renderer));
|
||||
return renderer;
|
||||
}
|
||||
@@ -113,20 +113,15 @@ internal class D3D12GraphicsEngine : IGraphicsEngine
|
||||
return new D3D12SwapChain(_resourceDatabase, _descriptorAllocator, _device, desc, _renderSystem.MaxFrameLatency);
|
||||
}
|
||||
|
||||
public void RenderFrame()
|
||||
public void RenderFrame(ICommandBuffer commandBuffer)
|
||||
{
|
||||
ThrowIfDisposed();
|
||||
|
||||
foreach (var renderer in _renderers)
|
||||
{
|
||||
renderer.ExecutePendingResize();
|
||||
}
|
||||
|
||||
_copyCommandBuffer.Begin();
|
||||
|
||||
foreach (var renderer in _renderers)
|
||||
{
|
||||
renderer.Render();
|
||||
renderer.Render(commandBuffer);
|
||||
}
|
||||
|
||||
_copyCommandBuffer.End().ThrowIfFailed();
|
||||
|
||||
@@ -1,7 +1,5 @@
|
||||
using Ghost.Core;
|
||||
using Ghost.Graphics.D3D12.Utilities;
|
||||
using Ghost.Graphics.RHI;
|
||||
using Misaki.HighPerformance.Mathematics;
|
||||
using Ghost.Graphics.Core;
|
||||
using Ghost.Graphics.RenderPasses;
|
||||
|
||||
@@ -31,44 +29,27 @@ internal class D3D12Renderer : IRenderer
|
||||
}
|
||||
|
||||
private readonly D3D12GraphicsEngine _graphicsEngine;
|
||||
private readonly FrameResource[] _frameResources;
|
||||
private uint _frameIndex;
|
||||
|
||||
private readonly D3D12ResourceAllocator _resourceAllocator;
|
||||
private readonly D3D12ResourceDatabase _resourceDatabase;
|
||||
|
||||
private Handle<Texture> _renderTarget;
|
||||
private ISwapChain? _swapChain;
|
||||
|
||||
private readonly Lock _lock = new();
|
||||
|
||||
private uint2 _currentSize;
|
||||
private uint2 _pendingSize;
|
||||
private bool _resizeRequested;
|
||||
private bool _disposed;
|
||||
|
||||
|
||||
// NOTE: Testing only.
|
||||
private readonly MeshRenderPass _pass;
|
||||
|
||||
public uint2 Size => _currentSize;
|
||||
public Handle<Texture> RenderTarget => _renderTarget;
|
||||
|
||||
// TODO: Add render passes support
|
||||
// private ImmutableArray<IRenderPass> _renderPasses;
|
||||
|
||||
public D3D12Renderer(D3D12GraphicsEngine graphicsEngine, D3D12ResourceAllocator resourceAllocator, D3D12ResourceDatabase resourceDatabase)
|
||||
public D3D12Renderer(D3D12GraphicsEngine graphicsEngine, D3D12ResourceDatabase resourceDatabase)
|
||||
{
|
||||
_graphicsEngine = graphicsEngine;
|
||||
_resourceAllocator = resourceAllocator;
|
||||
_resourceDatabase = resourceDatabase;
|
||||
|
||||
// Create frame resources for double buffering
|
||||
_frameResources = new FrameResource[D3D12PipelineResource.BACK_BUFFER_COUNT];
|
||||
for (var i = 0; i < _frameResources.Length; i++)
|
||||
{
|
||||
_frameResources[i] = new FrameResource(graphicsEngine, i);
|
||||
}
|
||||
|
||||
_renderTarget = Handle<Texture>.Invalid;
|
||||
|
||||
|
||||
@@ -81,136 +62,36 @@ internal class D3D12Renderer : IRenderer
|
||||
Dispose();
|
||||
}
|
||||
|
||||
private void CreateOffScreenRenderTarget(uint width, uint height)
|
||||
{
|
||||
var desc = RenderTargetDesc.Color(width, height, 1, TextureFormat.R8G8B8A8_UNorm);
|
||||
_renderTarget = _resourceAllocator.CreateRenderTarget(in desc);
|
||||
}
|
||||
|
||||
public void SetRenderTarget(Handle<Texture> renderTarget)
|
||||
{
|
||||
_swapChain = null;
|
||||
|
||||
_resourceDatabase.ReleaseResource(_renderTarget.AsResource());
|
||||
_renderTarget = renderTarget;
|
||||
}
|
||||
|
||||
public void SetSwapChain(ISwapChain? swapChain)
|
||||
public Result Render(ICommandBuffer commandBuffer)
|
||||
{
|
||||
if (_swapChain != null)
|
||||
if (!_renderTarget.IsValid)
|
||||
{
|
||||
_resourceDatabase.ReleaseResource(_renderTarget.AsResource());
|
||||
return Result.Failure("Render target is not set.");
|
||||
}
|
||||
|
||||
if (swapChain != null)
|
||||
commandBuffer.Begin();
|
||||
|
||||
// NOTE: Temperary solution: render directly to the swap chain back buffer if available.
|
||||
// HACK: This is hard coded for testing purposes only.
|
||||
|
||||
var error = RenderScene(_renderTarget, commandBuffer);
|
||||
if (error != ErrorStatus.None)
|
||||
{
|
||||
CreateOffScreenRenderTarget(swapChain.Width, swapChain.Height);
|
||||
commandBuffer.End();
|
||||
return Result.Failure(error);
|
||||
}
|
||||
|
||||
var newSize = swapChain != null ? new uint2(swapChain.Width, swapChain.Height) : _currentSize;
|
||||
if (!math.all(newSize == _currentSize))
|
||||
{
|
||||
RequestResize(newSize);
|
||||
}
|
||||
|
||||
_swapChain = swapChain;
|
||||
}
|
||||
|
||||
public void RequestResize(uint2 newSize )
|
||||
{
|
||||
lock (_lock)
|
||||
{
|
||||
if (math.all(_pendingSize == newSize))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_resizeRequested = true;
|
||||
_pendingSize = newSize;
|
||||
}
|
||||
}
|
||||
|
||||
public void ExecutePendingResize()
|
||||
{
|
||||
if (!_resizeRequested)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
uint2 newSize;
|
||||
lock (_lock)
|
||||
{
|
||||
newSize = _pendingSize;
|
||||
_resizeRequested = false;
|
||||
}
|
||||
|
||||
// Wait for GPU to complete
|
||||
WaitIdle();
|
||||
|
||||
// Resize swap chain if present
|
||||
_swapChain?.Resize(newSize.x, newSize.y);
|
||||
_currentSize = newSize;
|
||||
|
||||
// Update off-screen render Target size
|
||||
if (_swapChain != null)
|
||||
{
|
||||
_resourceDatabase.ReleaseResource(_renderTarget.AsResource());
|
||||
CreateOffScreenRenderTarget(newSize.x, newSize.y);
|
||||
}
|
||||
}
|
||||
|
||||
public void Render()
|
||||
{
|
||||
ExecutePendingResize();
|
||||
|
||||
var frameIndex = _frameIndex % (uint)_frameResources.Length;
|
||||
ref var frame = ref _frameResources[frameIndex];
|
||||
|
||||
if (frame.fenceValue > 0)
|
||||
{
|
||||
_graphicsEngine.Device.GraphicsQueue.WaitForValue(frame.fenceValue);
|
||||
}
|
||||
|
||||
if (_renderTarget.IsValid)
|
||||
{
|
||||
frame.commandBuffer.Begin();
|
||||
|
||||
// NOTE: Temperary solution: render directly to the swap chain back buffer if available.
|
||||
// HACK: This is hard coded for testing purposes only.
|
||||
|
||||
var rt = _swapChain?.GetCurrentBackBuffer() ?? _renderTarget;
|
||||
|
||||
if(_swapChain != null)
|
||||
{
|
||||
frame.commandBuffer.ResourceBarrier(rt.AsResource(), ResourceState.Present, ResourceState.RenderTarget);
|
||||
}
|
||||
|
||||
RenderScene(rt, frame.commandBuffer);
|
||||
|
||||
if (_swapChain != null)
|
||||
{
|
||||
frame.commandBuffer.ResourceBarrier(rt.AsResource(), ResourceState.RenderTarget, ResourceState.Present);
|
||||
}
|
||||
|
||||
// if (_swapChain != null)
|
||||
// {
|
||||
// var backBufferRT = _swapChain.GetCurrentBackBuffer();
|
||||
// BlitToDestination(_renderTarget, backBufferRT, frame.commandBuffer);
|
||||
// }
|
||||
|
||||
frame.commandBuffer.End().ThrowIfFailed();
|
||||
|
||||
_graphicsEngine.Device.GraphicsQueue.Submit(frame.commandBuffer);
|
||||
_swapChain?.Present();
|
||||
|
||||
}
|
||||
|
||||
frame.fenceValue = _graphicsEngine.Device.GraphicsQueue.Signal(_frameIndex);
|
||||
_frameIndex++;
|
||||
return commandBuffer.End();
|
||||
}
|
||||
|
||||
// TODO: A proper render graph integration.
|
||||
private void RenderScene(Handle<Texture> target, ICommandBuffer cmd)
|
||||
private ErrorStatus RenderScene(Handle<Texture> target, ICommandBuffer cmd)
|
||||
{
|
||||
var clearColor = new Color128 { r = 1.0f, g = 0.0f, b = 1.0f, a = 1.0f };
|
||||
|
||||
@@ -237,8 +118,15 @@ internal class D3D12Renderer : IRenderer
|
||||
_pass.Initialize(ref ctx);
|
||||
}
|
||||
|
||||
var viewport = new ViewportDesc { Width = _currentSize.x, Height = _currentSize.y, MinDepth = 0, MaxDepth = 1 };
|
||||
var scissor = new RectDesc { Right = _currentSize.x, Bottom = _currentSize.y };
|
||||
var result = _resourceDatabase.GetResourceDescription(target.AsResource());
|
||||
if (result.IsFailure)
|
||||
{
|
||||
return result.Error;
|
||||
}
|
||||
|
||||
var texDesc = result.Value.TextureDescription;
|
||||
var viewport = new ViewportDesc { Width = texDesc.Width, Height = texDesc.Height, MinDepth = 0, MaxDepth = 1 };
|
||||
var scissor = new RectDesc { Right = texDesc.Width, Bottom = texDesc.Height };
|
||||
|
||||
cmd.BeginRenderPass(rtDesc, depthDesc, false);
|
||||
cmd.SetViewport(viewport);
|
||||
@@ -248,43 +136,8 @@ internal class D3D12Renderer : IRenderer
|
||||
_pass.Execute(ref ctx);
|
||||
|
||||
cmd.EndRenderPass();
|
||||
}
|
||||
|
||||
private void BlitToSwapChain(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.AsResource(), ResourceState.Present, ResourceState.RenderTarget);
|
||||
}
|
||||
|
||||
// For now, we'll do a simple copy operation
|
||||
// In a real implementation, you would use a blit shader for post-processing
|
||||
|
||||
// FIX: Implement proper blit operation with shader
|
||||
// This is a placeholder - in D3D12, you would typically:
|
||||
// 1. Set render Target to the destination
|
||||
// 2. Use a full-screen quad/triangle with a shader that samples from the source
|
||||
|
||||
// Handle swap chain back buffer transitions if needed
|
||||
if (_swapChain != null)
|
||||
{
|
||||
// Transition back buffer to present
|
||||
cmd.ResourceBarrier(destination.AsResource(), ResourceState.RenderTarget, ResourceState.Present);
|
||||
}
|
||||
}
|
||||
|
||||
public void WaitIdle()
|
||||
{
|
||||
// Wait for all frame resources to complete
|
||||
foreach (ref var frame in _frameResources.AsSpan())
|
||||
{
|
||||
if (frame.fenceValue > 0)
|
||||
{
|
||||
_graphicsEngine.Device.GraphicsQueue.WaitForValue(frame.fenceValue);
|
||||
}
|
||||
}
|
||||
return ErrorStatus.None;
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
@@ -294,23 +147,9 @@ internal class D3D12Renderer : IRenderer
|
||||
return;
|
||||
}
|
||||
|
||||
WaitIdle();
|
||||
|
||||
// NOTE: Testing only.
|
||||
_pass.Cleanup(_resourceDatabase);
|
||||
|
||||
// If using a swap chain, release the off-screen render Target.
|
||||
// Otherwise, the render Target is managed externally.
|
||||
if (_swapChain != null)
|
||||
{
|
||||
_resourceDatabase.ReleaseResource(_renderTarget.AsResource());
|
||||
}
|
||||
|
||||
foreach (ref var frame in _frameResources.AsSpan())
|
||||
{
|
||||
frame.Dispose();
|
||||
}
|
||||
|
||||
_disposed = true;
|
||||
|
||||
GC.SuppressFinalize(this);
|
||||
|
||||
@@ -6,8 +6,6 @@ namespace Ghost.Graphics.D3D12.Utilities;
|
||||
|
||||
internal unsafe static class D3D12PipelineResource
|
||||
{
|
||||
public const int BACK_BUFFER_COUNT = 2;
|
||||
|
||||
private readonly static D3D12_INPUT_ELEMENT_DESC[] s_inputElementDescs = [
|
||||
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.position.GetUnsafePointer(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 0u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
|
||||
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.normal.GetUnsafePointer(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 16u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
|
||||
@@ -23,4 +21,4 @@ internal unsafe static class D3D12PipelineResource
|
||||
pInputElementDescs = (D3D12_INPUT_ELEMENT_DESC*)Unsafe.AsPointer(ref s_inputElementDescs[0]),
|
||||
NumElements = (uint)s_inputElementDescs.Length
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user