refactor IRenderer

This commit is contained in:
2025-12-22 15:59:02 +09:00
parent 2881fda112
commit d23e701f0a
11 changed files with 112 additions and 255 deletions

View File

@@ -28,6 +28,11 @@ public readonly struct Result
return new Result(false, message);
}
public static Result Failure(ErrorStatus status)
{
return new Result(false, status.ToString());
}
public static Result<T> Success<T>(T value)
{
return Result<T>.Success(value);
@@ -38,6 +43,11 @@ public readonly struct Result
return Result<T>.Failure(message);
}
public static Result<T> Failure<T>(ErrorStatus status)
{
return Result<T>.Failure(status.ToString());
}
public void Deconstruct(out bool success, out string? message)
{
success = IsSuccess;
@@ -116,7 +126,9 @@ public enum ErrorStatus : byte
OutOfMemory,
Timeout,
Cancelled,
UnknownError
UnknownError,
Success = None,
}
public readonly struct Result<T, E>

View File

@@ -51,4 +51,4 @@ public abstract partial class SceneGraphNode : ObservableObject
return Children[index];
}
}
}

View File

@@ -0,0 +1,5 @@
namespace Ghost.Editor.Core.SceneGraph;
public class SceneNode : SceneGraphNode
{
}

View File

@@ -48,7 +48,6 @@ public sealed partial class GraphicsTestWindow : Window
GraphicsAPI = GraphicsAPI.Direct3D12
});
_renderer = _renderSystem.GraphicsEngine.CreateRenderer();
_swapChain = _renderSystem.GraphicsEngine.CreateSwapChain(new SwapChainDesc
{
Width = (uint)AppWindow.Size.Width,
@@ -57,7 +56,7 @@ public sealed partial class GraphicsTestWindow : Window
Target = SwapChainTarget.FromCompositionSurface(Panel)
});
_renderer.SetSwapChain(_swapChain);
_renderer.SetRenderTarget(_swapChain.GetCurrentBackBuffer());
_renderSystem.Start();
CompositionTarget.Rendering += OnRendering;
@@ -106,7 +105,8 @@ public sealed partial class GraphicsTestWindow : Window
return;
}
_renderer?.RequestResize(new uint2(newWidth, newHeight));
_renderSystem?.WaitIdle();
_swapChain?.Resize(newWidth, newHeight);
}
private void OnRendering(object? sender, object e)

View File

@@ -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();

View File

@@ -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);

View File

@@ -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
};
}
}

View File

@@ -3,6 +3,8 @@ using Ghost.Graphics.Core;
namespace Ghost.Graphics.RHI;
// TODO: Add ICommandAllocator support for thread local command buffers. We often use one allocator for multiple command buffers in a single frame.
/// <summary>
/// D3D12-style command buffer interface for recording rendering commands
/// </summary>

View File

@@ -51,5 +51,5 @@ public interface IGraphicsEngine : IDisposable
/// <summary>
/// Renders the current frame.
/// </summary>
void RenderFrame();
void RenderFrame(ICommandBuffer commandBuffer);
}

View File

@@ -1,5 +1,4 @@
using Ghost.Core;
using Misaki.HighPerformance.Mathematics;
using Ghost.Graphics.Core;
namespace Ghost.Graphics.RHI;
@@ -9,7 +8,7 @@ namespace Ghost.Graphics.RHI;
/// </summary>
public interface IRenderer : IDisposable
{
public uint2 Size
Handle<Texture> RenderTarget
{
get;
}
@@ -20,30 +19,10 @@ public interface IRenderer : IDisposable
/// <param name="renderTarget">Render Target to render into</param>
public void SetRenderTarget(Handle<Texture> renderTarget);
/// <summary>
/// Sets the swap chain for this renderer
/// </summary>
/// <param name="swapChain">Swap chain for presentation</param>
public void SetSwapChain(ISwapChain? swapChain);
/// <summary>
/// Executes any pending resize operations
/// </summary>
public void ExecutePendingResize();
/// <summary>
/// Renders a frame
/// </summary>
public void Render();
/// <summary>
/// Requests a resize operation
/// </summary>
/// <param name="newSize">New size</param>
public void RequestResize(uint2 newSize);
/// <summary>
/// Waits for the GPU to complete all work
/// </summary>
public void WaitIdle();
/// <param name="commandBuffer">Command buffer to record rendering commands into</param>
/// <returns>Result of the rendering operation</returns>
public Result Render(ICommandBuffer commandBuffer);
}

View File

@@ -44,6 +44,7 @@ public interface IFenceSynchronizer
bool WaitForGPUReady(int timeOut = -1);
void SignalCPUReady();
void WaitIdle();
}
public interface IRenderSystem : IFenceSynchronizer, IDisposable
@@ -68,21 +69,34 @@ public interface IRenderSystem : IFenceSynchronizer, IDisposable
/// </summary>
internal class RenderSystem : IRenderSystem
{
// TODO: Thread local command buffers.
private struct FrameResource : IDisposable
{
public readonly AutoResetEvent cpuReadyEvent;
public readonly AutoResetEvent gpuReadyEvent;
public FrameResource()
public required AutoResetEvent CpuReadyEvent
{
cpuReadyEvent = new AutoResetEvent(false);
gpuReadyEvent = new AutoResetEvent(true);
get; init;
}
public required AutoResetEvent GpuReadyEvent
{
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++;
}
}
}