Files
GhostEngine/Ghost.Graphics/D3D12/D3D12RenderTarget.cs
Misaki 78cc64b1d2 feat: Implement D3D12 resource factory and improve swap chain management
- Added D3D12ResourceFactory for creating render targets, textures, and buffers.
- Enhanced D3D12SwapChain to manage back buffer render targets and provide access to them.
- Updated D3D12Texture to utilize resource handles for better resource management.
- Removed legacy ResourceAllocator and integrated improvements for resource handling.
- Introduced new interfaces for resource factory and swap chain to streamline resource creation.
- Added support for mip levels and texture dimensions in render target and texture descriptions.
- Created new markdown files to document allocator and swap chain improvements.
2025-09-02 19:39:34 +09:00

69 lines
1.6 KiB
C#

using Ghost.Graphics.Data;
using Ghost.Graphics.RHI;
namespace Ghost.Graphics.D3D12;
/// <summary>
/// D3D12 implementation of render target interface
/// Supports either color OR depth rendering, not both
/// </summary>
internal unsafe class D3D12RenderTarget : IRenderTarget
{
private readonly D3D12Texture _target;
private bool _disposed;
public uint Width
{
get;
}
public uint Height
{
get;
}
public RenderTargetType Type
{
get;
}
public ITexture Target => _target;
/// <summary>
/// Create a new render target with its own texture
/// </summary>
public D3D12RenderTarget(TextureHandle handle, ref readonly RenderTargetDesc desc)
{
Width = desc.Width;
Height = desc.Height;
Type = desc.Type;
// Create the target texture based on type
var usage = Type == RenderTargetType.Color ? TextureUsage.RenderTarget : TextureUsage.DepthStencil;
var textureDesc = new TextureDesc(desc.Width, desc.Height, desc.Format, desc.Dimension, desc.MipLevels, usage);
_target = new D3D12Texture(handle, in textureDesc);
}
/// <summary>
/// Wrap an existing texture as a render target (for swap chain back buffers)
/// </summary>
public D3D12RenderTarget(D3D12Texture existingTexture, RenderTargetType type)
{
_target = existingTexture;
Width = existingTexture.Width;
Height = existingTexture.Height;
Type = type;
}
public void Dispose()
{
if (_disposed)
{
return;
}
_target?.Dispose();
_disposed = true;
}
}