forked from Misaki/GhostEngine
- Added `<IsTrimmable>` property in project files for trimming. - Replaced bindless texture types with non-bindless equivalents. - Refactored `ShaderDescriptor` and `ShaderPass` for better modularity. - Introduced `ShaderDescriptorExtensions` for property size calculations. - Simplified constant buffer handling in `Material.cs`. - Improved resource management in `D3D12` components. - Added support for static meshes and optimized resource barriers. - Refactored shader code generation and property merging in `SDLCompiler`. - Removed unused or redundant code (e.g., `IncludesBlock` parser). - Updated comments, documentation, and error handling for clarity.
168 lines
4.6 KiB
C#
168 lines
4.6 KiB
C#
using Ghost.Graphics.Contracts;
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using Ghost.Graphics.RHI;
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using Ghost.Graphics.Utilities;
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using System.Collections.Immutable;
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using System.Runtime.CompilerServices;
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namespace Ghost.Graphics.D3D12;
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internal class D3D12GraphicsEngine : IGraphicsEngine
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{
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#if DEBUG
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private readonly D3D12DebugLayer _debugLayer;
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#endif
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private readonly D3D12RenderDevice _device;
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private readonly DxcShaderCompiler _shaderCompiler;
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private readonly D3D12DescriptorAllocator _descriptorAllocator;
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private readonly D3D12ResourceDatabase _resourceDatabase;
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private readonly D3D12PipelineLibrary _pipelineLibrary;
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private readonly D3D12ResourceAllocator _resourceAllocator;
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private readonly D3D12CommandBuffer _copyCommandBuffer;
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private ImmutableArray<IRenderer> _renderers;
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private bool _disposed;
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public IRenderDevice Device => _device;
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public IShaderCompiler ShaderCompiler => _shaderCompiler;
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public IPipelineLibrary PipelineLibrary => _pipelineLibrary;
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public IResourceDatabase ResourceDatabase => _resourceDatabase;
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public IResourceAllocator ResourceAllocator => _resourceAllocator;
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public ICommandBuffer CopyCommandBuffer => _copyCommandBuffer;
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public D3D12GraphicsEngine(IRenderSystem renderSystem)
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{
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#if DEBUG
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_debugLayer = new D3D12DebugLayer();
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#endif
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_device = new D3D12RenderDevice();
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_shaderCompiler = new DxcShaderCompiler();
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_descriptorAllocator = new D3D12DescriptorAllocator(_device);
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_resourceDatabase = new D3D12ResourceDatabase(_descriptorAllocator);
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_pipelineLibrary = new D3D12PipelineLibrary(_device, _resourceDatabase);
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_resourceAllocator = new D3D12ResourceAllocator(renderSystem, _device, _descriptorAllocator, _resourceDatabase, _pipelineLibrary);
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_copyCommandBuffer = new D3D12CommandBuffer(
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_device,
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_pipelineLibrary,
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_resourceDatabase,
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_resourceAllocator,
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_descriptorAllocator,
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CommandBufferType.Copy);
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_renderers = ImmutableArray<IRenderer>.Empty;
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_pipelineLibrary.InitializeLibrary(null);
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}
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~D3D12GraphicsEngine()
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{
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Dispose();
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void ThrowIfDisposed()
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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}
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public IRenderer CreateRenderer()
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{
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ThrowIfDisposed();
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var renderer = new D3D12Renderer(this, _resourceAllocator, _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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public void RemoveRenderer(IRenderer renderer)
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{
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ThrowIfDisposed();
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ImmutableInterlocked.Update(ref _renderers, renderers => renderers.Remove(renderer));
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}
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public void ClearRenderers()
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{
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ThrowIfDisposed();
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ImmutableInterlocked.Update(ref _renderers, renderers => renderers.Clear());
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}
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public ICommandBuffer CreateCommandBuffer(CommandBufferType type = CommandBufferType.Graphics)
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{
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ThrowIfDisposed();
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return new D3D12CommandBuffer(
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_device,
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_pipelineLibrary,
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_resourceDatabase,
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_resourceAllocator,
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_descriptorAllocator,
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type);
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}
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public ISwapChain CreateSwapChain(SwapChainDesc desc)
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{
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ThrowIfDisposed();
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return new D3D12SwapChain(_resourceDatabase, _descriptorAllocator, _device, desc);
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}
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public void BeginFrame()
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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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}
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public void RenderFrame()
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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.Render();
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}
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}
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public void EndFrame()
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{
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ThrowIfDisposed();
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_copyCommandBuffer.End();
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_resourceAllocator.ReleaseTempResources();
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_descriptorAllocator.ResetCbvSrvUavDynamicHeap();
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_descriptorAllocator.ResetDSVDynamicHeap();
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_descriptorAllocator.ResetRTVDynamicHeap();
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}
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public void Dispose()
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{
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if (_disposed)
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{
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return;
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}
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_copyCommandBuffer.Dispose();
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_resourceAllocator.Dispose();
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_pipelineLibrary.Dispose();
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_resourceDatabase.Dispose();
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_descriptorAllocator.Dispose();
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_shaderCompiler.Dispose();
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_device.Dispose();
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#if DEBUG
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_debugLayer.Dispose();
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#endif
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_disposed = true;
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GC.SuppressFinalize(this);
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}
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}
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