forked from Misaki/GhostEngine
refactor IRenderer
This commit is contained in:
@@ -28,6 +28,11 @@ public readonly struct Result
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return new Result(false, message);
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}
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public static Result Failure(ErrorStatus status)
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{
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return new Result(false, status.ToString());
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}
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public static Result<T> Success<T>(T value)
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{
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return Result<T>.Success(value);
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@@ -38,6 +43,11 @@ public readonly struct Result
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return Result<T>.Failure(message);
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}
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public static Result<T> Failure<T>(ErrorStatus status)
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{
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return Result<T>.Failure(status.ToString());
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}
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public void Deconstruct(out bool success, out string? message)
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{
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success = IsSuccess;
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@@ -116,7 +126,9 @@ public enum ErrorStatus : byte
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OutOfMemory,
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Timeout,
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Cancelled,
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UnknownError
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UnknownError,
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Success = None,
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}
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public readonly struct Result<T, E>
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5
Ghost.Editor.Core/SceneGraph/SceneNode.cs
Normal file
5
Ghost.Editor.Core/SceneGraph/SceneNode.cs
Normal file
@@ -0,0 +1,5 @@
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namespace Ghost.Editor.Core.SceneGraph;
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public class SceneNode : SceneGraphNode
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{
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}
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@@ -48,7 +48,6 @@ public sealed partial class GraphicsTestWindow : Window
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GraphicsAPI = GraphicsAPI.Direct3D12
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});
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_renderer = _renderSystem.GraphicsEngine.CreateRenderer();
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_swapChain = _renderSystem.GraphicsEngine.CreateSwapChain(new SwapChainDesc
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{
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Width = (uint)AppWindow.Size.Width,
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@@ -57,7 +56,7 @@ public sealed partial class GraphicsTestWindow : Window
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Target = SwapChainTarget.FromCompositionSurface(Panel)
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});
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_renderer.SetSwapChain(_swapChain);
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_renderer.SetRenderTarget(_swapChain.GetCurrentBackBuffer());
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_renderSystem.Start();
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CompositionTarget.Rendering += OnRendering;
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@@ -106,7 +105,8 @@ public sealed partial class GraphicsTestWindow : Window
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return;
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}
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_renderer?.RequestResize(new uint2(newWidth, newHeight));
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_renderSystem?.WaitIdle();
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_swapChain?.Resize(newWidth, newHeight);
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}
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private void OnRendering(object? sender, object e)
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@@ -77,7 +77,7 @@ internal class D3D12GraphicsEngine : IGraphicsEngine
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{
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ThrowIfDisposed();
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var renderer = new D3D12Renderer(this, _resourceAllocator, _resourceDatabase);
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var renderer = new D3D12Renderer(this, _resourceDatabase);
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ImmutableInterlocked.Update(ref _renderers, renderers => renderers.Add(renderer));
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return renderer;
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}
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@@ -113,20 +113,15 @@ internal class D3D12GraphicsEngine : IGraphicsEngine
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return new D3D12SwapChain(_resourceDatabase, _descriptorAllocator, _device, desc, _renderSystem.MaxFrameLatency);
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}
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public void RenderFrame()
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public void RenderFrame(ICommandBuffer commandBuffer)
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{
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ThrowIfDisposed();
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foreach (var renderer in _renderers)
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{
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renderer.ExecutePendingResize();
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}
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_copyCommandBuffer.Begin();
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foreach (var renderer in _renderers)
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{
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renderer.Render();
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renderer.Render(commandBuffer);
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}
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_copyCommandBuffer.End().ThrowIfFailed();
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@@ -1,7 +1,5 @@
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using Ghost.Core;
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using Ghost.Graphics.D3D12.Utilities;
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using Ghost.Graphics.RHI;
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using Misaki.HighPerformance.Mathematics;
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using Ghost.Graphics.Core;
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using Ghost.Graphics.RenderPasses;
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@@ -31,44 +29,27 @@ internal class D3D12Renderer : IRenderer
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}
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private readonly D3D12GraphicsEngine _graphicsEngine;
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private readonly FrameResource[] _frameResources;
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private uint _frameIndex;
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private readonly D3D12ResourceAllocator _resourceAllocator;
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private readonly D3D12ResourceDatabase _resourceDatabase;
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private Handle<Texture> _renderTarget;
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private ISwapChain? _swapChain;
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private readonly Lock _lock = new();
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private uint2 _currentSize;
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private uint2 _pendingSize;
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private bool _resizeRequested;
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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 uint2 Size => _currentSize;
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public Handle<Texture> RenderTarget => _renderTarget;
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// TODO: Add render passes support
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// private ImmutableArray<IRenderPass> _renderPasses;
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public D3D12Renderer(D3D12GraphicsEngine graphicsEngine, D3D12ResourceAllocator resourceAllocator, D3D12ResourceDatabase resourceDatabase)
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public D3D12Renderer(D3D12GraphicsEngine graphicsEngine, D3D12ResourceDatabase resourceDatabase)
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{
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_graphicsEngine = graphicsEngine;
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_resourceAllocator = resourceAllocator;
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_resourceDatabase = resourceDatabase;
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// Create frame resources for double buffering
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_frameResources = new FrameResource[D3D12PipelineResource.BACK_BUFFER_COUNT];
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for (var i = 0; i < _frameResources.Length; i++)
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{
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_frameResources[i] = new FrameResource(graphicsEngine, i);
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}
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_renderTarget = Handle<Texture>.Invalid;
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@@ -81,136 +62,36 @@ internal class D3D12Renderer : IRenderer
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Dispose();
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}
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private void CreateOffScreenRenderTarget(uint width, uint height)
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{
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var desc = RenderTargetDesc.Color(width, height, 1, TextureFormat.R8G8B8A8_UNorm);
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_renderTarget = _resourceAllocator.CreateRenderTarget(in desc);
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}
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public void SetRenderTarget(Handle<Texture> renderTarget)
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{
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_swapChain = null;
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_resourceDatabase.ReleaseResource(_renderTarget.AsResource());
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_renderTarget = renderTarget;
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}
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public void SetSwapChain(ISwapChain? swapChain)
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public Result Render(ICommandBuffer commandBuffer)
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{
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if (_swapChain != null)
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if (!_renderTarget.IsValid)
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{
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_resourceDatabase.ReleaseResource(_renderTarget.AsResource());
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return Result.Failure("Render target is not set.");
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}
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if (swapChain != null)
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commandBuffer.Begin();
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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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if (error != ErrorStatus.None)
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{
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CreateOffScreenRenderTarget(swapChain.Width, swapChain.Height);
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commandBuffer.End();
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return Result.Failure(error);
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}
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var newSize = swapChain != null ? new uint2(swapChain.Width, swapChain.Height) : _currentSize;
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if (!math.all(newSize == _currentSize))
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{
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RequestResize(newSize);
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}
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_swapChain = swapChain;
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}
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public void RequestResize(uint2 newSize )
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{
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lock (_lock)
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{
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if (math.all(_pendingSize == newSize))
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{
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return;
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}
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_resizeRequested = true;
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_pendingSize = newSize;
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}
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}
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public void ExecutePendingResize()
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{
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if (!_resizeRequested)
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{
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return;
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}
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uint2 newSize;
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lock (_lock)
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{
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newSize = _pendingSize;
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_resizeRequested = false;
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}
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// Wait for GPU to complete
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WaitIdle();
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// Resize swap chain if present
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_swapChain?.Resize(newSize.x, newSize.y);
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_currentSize = newSize;
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// Update off-screen render Target size
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if (_swapChain != null)
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{
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_resourceDatabase.ReleaseResource(_renderTarget.AsResource());
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CreateOffScreenRenderTarget(newSize.x, newSize.y);
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}
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}
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public void Render()
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{
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ExecutePendingResize();
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var frameIndex = _frameIndex % (uint)_frameResources.Length;
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ref var frame = ref _frameResources[frameIndex];
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if (frame.fenceValue > 0)
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{
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_graphicsEngine.Device.GraphicsQueue.WaitForValue(frame.fenceValue);
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}
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if (_renderTarget.IsValid)
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{
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frame.commandBuffer.Begin();
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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 rt = _swapChain?.GetCurrentBackBuffer() ?? _renderTarget;
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if(_swapChain != null)
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{
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frame.commandBuffer.ResourceBarrier(rt.AsResource(), ResourceState.Present, ResourceState.RenderTarget);
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}
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RenderScene(rt, frame.commandBuffer);
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if (_swapChain != null)
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{
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frame.commandBuffer.ResourceBarrier(rt.AsResource(), ResourceState.RenderTarget, ResourceState.Present);
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}
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// if (_swapChain != null)
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// {
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// var backBufferRT = _swapChain.GetCurrentBackBuffer();
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// BlitToDestination(_renderTarget, backBufferRT, frame.commandBuffer);
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// }
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frame.commandBuffer.End().ThrowIfFailed();
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_graphicsEngine.Device.GraphicsQueue.Submit(frame.commandBuffer);
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_swapChain?.Present();
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}
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frame.fenceValue = _graphicsEngine.Device.GraphicsQueue.Signal(_frameIndex);
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_frameIndex++;
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return commandBuffer.End();
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}
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// TODO: A proper render graph integration.
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private void RenderScene(Handle<Texture> target, ICommandBuffer cmd)
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private ErrorStatus RenderScene(Handle<Texture> target, ICommandBuffer cmd)
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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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@@ -237,8 +118,15 @@ internal class D3D12Renderer : IRenderer
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_pass.Initialize(ref ctx);
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}
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var viewport = new ViewportDesc { Width = _currentSize.x, Height = _currentSize.y, MinDepth = 0, MaxDepth = 1 };
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var scissor = new RectDesc { Right = _currentSize.x, Bottom = _currentSize.y };
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var result = _resourceDatabase.GetResourceDescription(target.AsResource());
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if (result.IsFailure)
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{
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return result.Error;
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}
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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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@@ -248,43 +136,8 @@ internal class D3D12Renderer : IRenderer
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_pass.Execute(ref ctx);
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cmd.EndRenderPass();
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}
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private void BlitToSwapChain(Handle<Texture> source, Handle<Texture> destination, ICommandBuffer cmd)
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{
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// Handle swap chain back buffer transitions if needed
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if (_swapChain != null)
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{
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// Transition back buffer to render Target
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cmd.ResourceBarrier(destination.AsResource(), ResourceState.Present, ResourceState.RenderTarget);
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}
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// For now, we'll do a simple copy operation
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// In a real implementation, you would use a blit shader for post-processing
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// FIX: Implement proper blit operation with shader
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// This is a placeholder - in D3D12, you would typically:
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// 1. Set render Target to the destination
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// 2. Use a full-screen quad/triangle with a shader that samples from the source
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// Handle swap chain back buffer transitions if needed
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if (_swapChain != null)
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{
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// Transition back buffer to present
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cmd.ResourceBarrier(destination.AsResource(), ResourceState.RenderTarget, ResourceState.Present);
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}
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}
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public void WaitIdle()
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{
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// Wait for all frame resources to complete
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foreach (ref var frame in _frameResources.AsSpan())
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{
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if (frame.fenceValue > 0)
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{
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_graphicsEngine.Device.GraphicsQueue.WaitForValue(frame.fenceValue);
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}
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}
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return ErrorStatus.None;
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}
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public void Dispose()
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@@ -294,23 +147,9 @@ internal class D3D12Renderer : IRenderer
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return;
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}
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WaitIdle();
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// NOTE: Testing only.
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_pass.Cleanup(_resourceDatabase);
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// If using a swap chain, release the off-screen render Target.
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// Otherwise, the render Target is managed externally.
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if (_swapChain != null)
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{
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_resourceDatabase.ReleaseResource(_renderTarget.AsResource());
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}
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foreach (ref var frame in _frameResources.AsSpan())
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{
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frame.Dispose();
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}
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_disposed = true;
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GC.SuppressFinalize(this);
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@@ -6,8 +6,6 @@ namespace Ghost.Graphics.D3D12.Utilities;
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internal unsafe static class D3D12PipelineResource
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{
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public const int BACK_BUFFER_COUNT = 2;
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private readonly static D3D12_INPUT_ELEMENT_DESC[] s_inputElementDescs = [
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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 },
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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 },
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@@ -3,6 +3,8 @@ using Ghost.Graphics.Core;
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namespace Ghost.Graphics.RHI;
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// TODO: Add ICommandAllocator support for thread local command buffers. We often use one allocator for multiple command buffers in a single frame.
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/// <summary>
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/// D3D12-style command buffer interface for recording rendering commands
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/// </summary>
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@@ -51,5 +51,5 @@ public interface IGraphicsEngine : IDisposable
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/// <summary>
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/// Renders the current frame.
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/// </summary>
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void RenderFrame();
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void RenderFrame(ICommandBuffer commandBuffer);
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}
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@@ -1,5 +1,4 @@
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using Ghost.Core;
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using Misaki.HighPerformance.Mathematics;
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using Ghost.Graphics.Core;
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namespace Ghost.Graphics.RHI;
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@@ -9,7 +8,7 @@ namespace Ghost.Graphics.RHI;
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/// </summary>
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public interface IRenderer : IDisposable
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{
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public uint2 Size
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Handle<Texture> RenderTarget
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{
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get;
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}
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@@ -20,30 +19,10 @@ public interface IRenderer : IDisposable
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/// <param name="renderTarget">Render Target to render into</param>
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public void SetRenderTarget(Handle<Texture> renderTarget);
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/// <summary>
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/// Sets the swap chain for this renderer
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/// </summary>
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/// <param name="swapChain">Swap chain for presentation</param>
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public void SetSwapChain(ISwapChain? swapChain);
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/// <summary>
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/// Executes any pending resize operations
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/// </summary>
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public void ExecutePendingResize();
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/// <summary>
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/// Renders a frame
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/// </summary>
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public void Render();
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/// <summary>
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/// Requests a resize operation
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/// </summary>
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/// <param name="newSize">New size</param>
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public void RequestResize(uint2 newSize);
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/// <summary>
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/// Waits for the GPU to complete all work
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/// </summary>
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public void WaitIdle();
|
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/// <param name="commandBuffer">Command buffer to record rendering commands into</param>
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/// <returns>Result of the rendering operation</returns>
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public Result Render(ICommandBuffer commandBuffer);
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}
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@@ -44,6 +44,7 @@ public interface IFenceSynchronizer
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bool WaitForGPUReady(int timeOut = -1);
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void SignalCPUReady();
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void WaitIdle();
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}
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public interface IRenderSystem : IFenceSynchronizer, IDisposable
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@@ -68,21 +69,34 @@ public interface IRenderSystem : IFenceSynchronizer, IDisposable
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/// </summary>
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internal class RenderSystem : IRenderSystem
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{
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// TODO: Thread local command buffers.
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private struct FrameResource : IDisposable
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{
|
||||
public readonly AutoResetEvent cpuReadyEvent;
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public readonly AutoResetEvent gpuReadyEvent;
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||||
|
||||
public FrameResource()
|
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public required AutoResetEvent CpuReadyEvent
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||||
{
|
||||
cpuReadyEvent = new AutoResetEvent(false);
|
||||
gpuReadyEvent = new AutoResetEvent(true);
|
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get; init;
|
||||
}
|
||||
|
||||
public required AutoResetEvent GpuReadyEvent
|
||||
{
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||||
get; init;
|
||||
}
|
||||
|
||||
public required ICommandBuffer CommandBuffer
|
||||
{
|
||||
get; init;
|
||||
}
|
||||
|
||||
public ulong FenceValue
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
|
||||
public readonly void Dispose()
|
||||
{
|
||||
cpuReadyEvent.Dispose();
|
||||
gpuReadyEvent.Dispose();
|
||||
CpuReadyEvent.Dispose();
|
||||
GpuReadyEvent.Dispose();
|
||||
CommandBuffer.Dispose();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -123,7 +137,12 @@ internal class RenderSystem : IRenderSystem
|
||||
_frameResources = new FrameResource[config.FrameBufferCount];
|
||||
for (var i = 0; i < config.FrameBufferCount; i++)
|
||||
{
|
||||
_frameResources[i] = new FrameResource();
|
||||
_frameResources[i] = new FrameResource
|
||||
{
|
||||
CpuReadyEvent = new AutoResetEvent(false),
|
||||
GpuReadyEvent = new AutoResetEvent(true),
|
||||
CommandBuffer = _graphicsEngine.CreateCommandBuffer(CommandBufferType.Graphics),
|
||||
};
|
||||
}
|
||||
|
||||
_renderThread = new Thread(RenderLoop)
|
||||
@@ -174,7 +193,7 @@ internal class RenderSystem : IRenderSystem
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
|
||||
var eventIndex = (int)(_cpuFenceValue % _config.FrameBufferCount);
|
||||
return _frameResources[eventIndex].gpuReadyEvent.WaitOne(timeOut);
|
||||
return _frameResources[eventIndex].GpuReadyEvent.WaitOne(timeOut);
|
||||
}
|
||||
|
||||
public void SignalCPUReady()
|
||||
@@ -182,10 +201,21 @@ internal class RenderSystem : IRenderSystem
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
|
||||
var eventIndex = (int)(_cpuFenceValue % _config.FrameBufferCount);
|
||||
_frameResources[eventIndex].cpuReadyEvent.Set();
|
||||
_frameResources[eventIndex].CpuReadyEvent.Set();
|
||||
_cpuFenceValue++;
|
||||
}
|
||||
|
||||
public void WaitIdle()
|
||||
{
|
||||
foreach (var frameResource in _frameResources)
|
||||
{
|
||||
if (frameResource.FenceValue > 0)
|
||||
{
|
||||
_graphicsEngine.Device.GraphicsQueue.WaitForValue(frameResource.FenceValue);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void RenderLoop()
|
||||
{
|
||||
var waitHandles = new WaitHandle[] { null!, _shutdownEvent };
|
||||
@@ -193,10 +223,10 @@ internal class RenderSystem : IRenderSystem
|
||||
while (_isRunning)
|
||||
{
|
||||
_frameIndex = _gpuFenceValue % _config.FrameBufferCount;
|
||||
var frameResource = _frameResources[_frameIndex];
|
||||
ref var frameResource = ref _frameResources[_frameIndex];
|
||||
|
||||
// Wait for either CPU ready signal or shutdown signal
|
||||
waitHandles[0] = frameResource.cpuReadyEvent;
|
||||
waitHandles[0] = frameResource.CpuReadyEvent;
|
||||
var waitResult = WaitHandle.WaitAny(waitHandles);
|
||||
|
||||
// If shutdown was signaled or timeout occurred, exit the loop
|
||||
@@ -208,21 +238,18 @@ internal class RenderSystem : IRenderSystem
|
||||
// Only proceed if CPU ready event was signaled
|
||||
if (waitResult == 0)
|
||||
{
|
||||
_graphicsEngine.RenderFrame();
|
||||
// if (result.IsFailure)
|
||||
// {
|
||||
// // Terminate the render loop on failure
|
||||
// _isRunning = false;
|
||||
//#if DEBUG
|
||||
// throw new InvalidOperationException($"RenderFrame failed: {result.Message}");
|
||||
//#else
|
||||
// Logger.LogError($"RenderFrame failed: {result.Message}");
|
||||
// break;
|
||||
//#endif
|
||||
// }
|
||||
if (frameResource.FenceValue > 0)
|
||||
{
|
||||
_graphicsEngine.Device.GraphicsQueue.WaitForValue(frameResource.FenceValue);
|
||||
}
|
||||
|
||||
_graphicsEngine.RenderFrame(frameResource.CommandBuffer);
|
||||
|
||||
_gpuFenceValue++;
|
||||
frameResource.gpuReadyEvent.Set();
|
||||
frameResource.GpuReadyEvent.Set();
|
||||
|
||||
frameResource.FenceValue = _graphicsEngine.Device.GraphicsQueue.Signal(_frameIndex);
|
||||
_frameIndex++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user