using Ghost.Core;
using Win32;
using Win32.Graphics.Direct3D;
using Win32.Graphics.Direct3D12;
using Win32.Graphics.Dxgi;
namespace Ghost.Graphics.D3D12;
///
/// Legacy D3D12 GraphicsDevice - DEPRECATED
/// Use D3D12RenderDevice instead for new code
/// This class remains for compatibility during migration
///
[Obsolete("Use D3D12RenderDevice instead")]
internal unsafe class GraphicsDevice
{
private ComPtr _dxgiFactory;
private ComPtr _device;
private ComPtr _adapter;
private ComPtr _commandQueue;
private bool _disposed;
public ConstPtr NativeDevice => new(_device.Get());
public ConstPtr DXGIFactory => new(_dxgiFactory.Get());
public ConstPtr Adapter => new(_adapter.Get());
public ConstPtr CommandQueue => new(_commandQueue.Get());
public GraphicsDevice()
{
InitializeDevice();
InitializeCommandQueue();
}
private void InitializeDevice()
{
#if DEBUG
CreateDXGIFactory2(true, __uuidof(), _dxgiFactory.GetVoidAddressOf());
#else
CreateDXGIFactory2(false, __uuidof(), _dxgiFactory.GetVoidAddressOf());
#endif
using ComPtr adapter = default;
for (uint adapterIndex = 0;
_dxgiFactory.Get()->EnumAdapterByGpuPreference(adapterIndex, GpuPreference.HighPerformance, __uuidof(), adapter.ReleaseAndGetVoidAddressOf()).Success;
adapterIndex++)
{
AdapterDescription1 desc = default;
adapter.Get()->GetDesc1(&desc);
// Don't select the Basic Render Driver adapter.
if ((desc.Flags & AdapterFlags.Software) != AdapterFlags.None)
{
continue;
}
if (D3D12CreateDevice((IUnknown*)adapter.Get(), FeatureLevel.Level_12_0, __uuidof(), _device.GetVoidAddressOf()).Success)
{
_adapter = adapter.Move();
break;
}
}
if (_device.Get() == null)
{
throw new PlatformNotSupportedException("Cannot create ID3D12Device with feature level 12.0");
}
}
private void InitializeCommandQueue()
{
var queueDesc = new CommandQueueDescription
{
Type = CommandListType.Direct,
Priority = (int)CommandQueuePriority.High,
Flags = CommandQueueFlags.None,
};
fixed (void* queuePtr = &_commandQueue)
{
_device.Get()->CreateCommandQueue(&queueDesc, __uuidof(), (void**)queuePtr);
}
}
public void Dispose()
{
if (_disposed)
{
return;
}
_commandQueue.Dispose();
_device.Reset();
_dxgiFactory.Dispose();
_disposed = true;
}
}