using Ghost.Graphics.RHI;
using Ghost.Graphics.Contracts;
using Ghost.Graphics.Data;
namespace Ghost.Graphics.D3D12;
///
/// D3D12 implementation of the renderer interface using RHI abstractions
///
public unsafe class D3D12Renderer : IRenderer
{
private struct FrameResource : IDisposable
{
public ICommandBuffer CommandBuffer;
public ulong FenceValue;
public FrameResource(IRenderDevice device)
{
CommandBuffer = device.CreateCommandBuffer();
FenceValue = 0;
}
public void Dispose()
{
CommandBuffer?.Dispose();
}
}
private readonly IRenderDevice _device;
private readonly ICommandQueue _commandQueue;
private readonly FrameResource[] _frameResources;
private uint _frameIndex;
private IRenderTarget? _renderTarget;
private ISwapChain? _swapChain;
private readonly Lock _lock = new();
private uint _pendingWidth;
private uint _pendingHeight;
private bool _resizeRequested;
private bool _disposed;
// TODO: Add render passes support
// private ImmutableArray _renderPasses;
public D3D12Renderer(IRenderDevice device)
{
_device = device;
_commandQueue = device.GraphicsQueue;
// Create frame resources for double buffering
_frameResources = new FrameResource[2];
for (int i = 0; i < _frameResources.Length; i++)
{
_frameResources[i] = new FrameResource(device);
}
}
public void SetRenderTarget(IRenderTarget? renderTarget)
{
_renderTarget = renderTarget;
_swapChain = null; // Clear swap chain when using render target
}
public void SetSwapChain(ISwapChain? swapChain)
{
_swapChain = swapChain;
_renderTarget = null; // Clear render target when using swap chain
}
public void RequestResize(uint width, uint height)
{
lock (_lock)
{
if (_pendingWidth == width && _pendingHeight == height)
return;
_resizeRequested = true;
_pendingWidth = width;
_pendingHeight = height;
}
}
public void ExecutePendingResize()
{
if (!_resizeRequested)
return;
uint newWidth, newHeight;
lock (_lock)
{
newWidth = _pendingWidth;
newHeight = _pendingHeight;
_resizeRequested = false;
}
// Wait for GPU to complete
WaitIdle();
// Resize swap chain if present
_swapChain?.Resize(newWidth, newHeight);
}
public void Render()
{
ExecutePendingResize();
// Get current frame resource
var frameIndex = _frameIndex % (uint)_frameResources.Length;
ref var frame = ref _frameResources[frameIndex];
// Wait for this frame resource to be available
if (frame.FenceValue > 0)
{
_commandQueue.WaitForValue(frame.FenceValue);
}
// Begin command recording
frame.CommandBuffer.Begin();
if (_renderTarget != null)
{
RenderToTarget(_renderTarget, frame.CommandBuffer);
}
else if (_swapChain != null)
{
RenderToSwapChain(_swapChain, frame.CommandBuffer);
}
else
{
// No render target - skip rendering
frame.CommandBuffer.End();
return;
}
// End command recording
frame.CommandBuffer.End();
// Submit commands
_commandQueue.Submit(frame.CommandBuffer);
// Present if using swap chain
_swapChain?.Present();
// Signal fence for this frame
frame.FenceValue = _commandQueue.Signal(++_frameIndex);
}
private void RenderToTarget(IRenderTarget target, ICommandBuffer cmd)
{
var clearColor = new Color128 { r = 1.0f, g = 0.0f, b = 1.0f, a = 1.0f };
cmd.BeginRenderPass(target, clearColor);
var viewport = new ViewportDesc(target.Width, target.Height);
var scissor = new RectDesc(0, 0, (int)target.Width, (int)target.Height);
cmd.SetViewport(viewport);
cmd.SetScissorRect(scissor);
// TODO: Execute render passes
// foreach (var pass in _renderPasses)
// {
// pass.Execute(cmd);
// }
cmd.EndRenderPass();
}
private void RenderToSwapChain(ISwapChain swapChain, ICommandBuffer cmd)
{
var backBuffer = swapChain.GetCurrentBackBuffer();
// Transition back buffer to render target
cmd.ResourceBarrier(backBuffer, ResourceState.Present, ResourceState.RenderTarget);
// Create temporary render target for back buffer
// TODO: This should be cached/reused
var renderTarget = CreateBackBufferRenderTarget(backBuffer);
RenderToTarget(renderTarget, cmd);
// Transition back buffer to present
cmd.ResourceBarrier(backBuffer, ResourceState.RenderTarget, ResourceState.Present);
renderTarget.Dispose();
}
private IRenderTarget CreateBackBufferRenderTarget(ITexture backBuffer)
{
// TODO: Create render target from back buffer texture
// This is a simplified implementation
var desc = RenderTargetDesc.Color(backBuffer.Width, backBuffer.Height, backBuffer.Format);
return _device.CreateRenderTarget(desc);
}
public void WaitIdle()
{
// Wait for all frame resources to complete
foreach (ref var frame in _frameResources.AsSpan())
{
if (frame.FenceValue > 0)
{
_commandQueue.WaitForValue(frame.FenceValue);
}
}
}
public void Dispose()
{
if (_disposed) return;
WaitIdle();
foreach (ref var frame in _frameResources.AsSpan())
{
frame.Dispose();
}
_disposed = true;
}
}