using Ghost.Graphics.Contracts; using Ghost.Graphics.RHI; using Ghost.Graphics.D3D12.Utilities; using Win32; using Win32.Graphics.Direct3D12; using Win32.Graphics.Dxgi; using Win32.Graphics.Dxgi.Common; namespace Ghost.Graphics.D3D12; /// /// D3D12 implementation of swap chain interface /// internal unsafe class D3D12SwapChain : ISwapChain { private ComPtr _swapChain; private readonly D3D12Texture[] _backBuffers; private uint _currentBackBufferIndex; private bool _disposed; public uint Width { get; private set; } public uint Height { get; private set; } public uint BufferCount { get; } public D3D12SwapChain(ComPtr factory, ID3D12CommandQueue* commandQueue, SwapChainDesc desc) { _backBuffers = new D3D12Texture[desc.BufferCount]; Width = desc.Width; Height = desc.Height; BufferCount = desc.BufferCount; CreateSwapChain(factory, commandQueue, desc); CreateBackBuffers(); } private void CreateSwapChain(ComPtr factory, ID3D12CommandQueue* commandQueue, SwapChainDesc desc) { var swapChainDesc = new SwapChainDescription1 { Width = desc.Width, Height = desc.Height, Format = ConvertTextureFormat(desc.Format), SampleDesc = new SampleDescription(1, 0), BufferUsage = Usage.BackBuffer | Usage.RenderTargetOutput, BufferCount = desc.BufferCount, Scaling = Scaling.Stretch, SwapEffect = SwapEffect.FlipDiscard, AlphaMode = AlphaMode.Ignore, Flags = SwapChainFlags.AllowTearing, Stereo = false, }; using ComPtr tempSwapChain = default; switch (desc.Target.Type) { case SwapChainTargetType.Composition: factory.Get()->CreateSwapChainForComposition((IUnknown*)commandQueue, &swapChainDesc, null, tempSwapChain.GetAddressOf()); // Set the composition surface if (desc.Target.CompositionSurface != null) { var swapChainPanelNative = ISwapChainPanelNative.FromSwapChainPanel(desc.Target.CompositionSurface); swapChainPanelNative.SetSwapChain((IntPtr)tempSwapChain.Get()); } break; case SwapChainTargetType.WindowHandle: var swapChainFullscreenDesc = new SwapChainFullscreenDescription { Windowed = true, }; factory.Get()->CreateSwapChainForHwnd( (IUnknown*)commandQueue, desc.Target.WindowHandle, &swapChainDesc, &swapChainFullscreenDesc, null, tempSwapChain.GetAddressOf()); break; default: throw new ArgumentException("Unsupported swap chain target type."); } if (tempSwapChain.Get()->QueryInterface(__uuidof(), _swapChain.GetVoidAddressOf()).Failure) { throw new InvalidOperationException("Failed to create IDXGISwapChain4 interface."); } _currentBackBufferIndex = _swapChain.Get()->GetCurrentBackBufferIndex(); } private void CreateBackBuffers() { for (uint i = 0; i < BufferCount; i++) { ComPtr backBuffer = default; _swapChain.Get()->GetBuffer(i, __uuidof(), backBuffer.GetVoidAddressOf()); backBuffer.Get()->SetName($"SwapChain_BackBuffer_{i}"); _backBuffers[i] = new D3D12Texture(backBuffer.Move(), Width, Height, TextureFormat.B8G8R8A8_UNorm); } } public ITexture GetCurrentBackBuffer() { _currentBackBufferIndex = _swapChain.Get()->GetCurrentBackBufferIndex(); return _backBuffers[_currentBackBufferIndex]; } public void Present(bool vsync = true) { var presentFlags = PresentFlags.None; var syncInterval = vsync ? 1u : 0u; if (_swapChain.Get()->Present(syncInterval, presentFlags).Failure) { throw new InvalidOperationException("Failed to present swap chain."); } } public void Resize(uint width, uint height) { if (Width == width && Height == height) return; // Release old back buffers for (int i = 0; i < _backBuffers.Length; i++) { _backBuffers[i]?.Dispose(); } // Resize the swap chain if (_swapChain.Get()->ResizeBuffers(BufferCount, width, height, Format.B8G8R8A8Unorm, SwapChainFlags.AllowTearing).Failure) { throw new InvalidOperationException("Failed to resize swap chain buffers."); } Width = width; Height = height; // Recreate back buffers CreateBackBuffers(); _currentBackBufferIndex = _swapChain.Get()->GetCurrentBackBufferIndex(); } private static Format ConvertTextureFormat(TextureFormat format) { return format switch { TextureFormat.R8G8B8A8_UNorm => Format.R8G8B8A8Unorm, TextureFormat.B8G8R8A8_UNorm => Format.B8G8R8A8Unorm, TextureFormat.R16G16B16A16_Float => Format.R16G16B16A16Float, TextureFormat.R32G32B32A32_Float => Format.R32G32B32A32Float, _ => throw new ArgumentException($"Unsupported texture format: {format}") }; } public void Dispose() { if (_disposed) return; for (int i = 0; i < _backBuffers.Length; i++) { _backBuffers[i]?.Dispose(); } _swapChain.Dispose(); _disposed = true; } }