forked from Misaki/GhostEngine
- 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.
281 lines
8.5 KiB
C#
281 lines
8.5 KiB
C#
using Ghost.Graphics.RHI;
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using Ghost.Graphics.Contracts;
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using Ghost.Graphics.Data;
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namespace Ghost.Graphics.D3D12;
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/// <summary>
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/// D3D12 implementation of the renderer interface using RHI abstractions
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/// </summary>
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public unsafe class D3D12Renderer : IRenderer
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{
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private struct FrameResource : IDisposable
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{
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public ICommandBuffer CommandBuffer;
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public ulong FenceValue;
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public FrameResource(IRenderDevice device)
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{
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CommandBuffer = device.CreateCommandBuffer();
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FenceValue = 0;
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}
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public void Dispose()
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{
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CommandBuffer?.Dispose();
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}
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}
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private readonly ICommandQueue _commandQueue;
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private readonly FrameResource[] _frameResources;
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private uint _frameIndex;
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private IRenderTarget? _destinationTarget; // Final destination (custom render target or swap chain back buffer)
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private ISwapChain? _swapChain;
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private IRenderTarget? _offScreenRenderTarget; // Always render to off-screen first
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private readonly Lock _lock = new();
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private uint _pendingWidth;
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private uint _pendingHeight;
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private bool _resizeRequested;
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private bool _disposed;
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// TODO: Add render passes support
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// private ImmutableArray<IRenderPass> _renderPasses;
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public D3D12Renderer(IRenderDevice device)
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{
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_commandQueue = device.GraphicsQueue;
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// Create frame resources for double buffering
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_frameResources = new FrameResource[2];
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for (int i = 0; i < _frameResources.Length; i++)
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{
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_frameResources[i] = new FrameResource(device);
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}
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}
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public void SetRenderTarget(IRenderTarget? renderTarget)
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{
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_destinationTarget = renderTarget;
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_swapChain = null; // Clear swap chain when using custom render target
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// Create or update off-screen render target to match destination size
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if (_destinationTarget != null)
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{
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CreateOrUpdateOffScreenRenderTarget(_destinationTarget.Width, _destinationTarget.Height);
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}
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else
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{
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_offScreenRenderTarget?.Dispose();
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_offScreenRenderTarget = null;
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}
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}
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public void SetSwapChain(ISwapChain? swapChain)
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{
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_swapChain = swapChain;
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_destinationTarget = null; // Clear custom render target when using swap chain
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// Create or update off-screen render target to match swap chain size
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if (_swapChain != null)
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{
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CreateOrUpdateOffScreenRenderTarget(_swapChain.Width, _swapChain.Height);
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}
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else
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{
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_offScreenRenderTarget?.Dispose();
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_offScreenRenderTarget = null;
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}
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}
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public void RequestResize(uint width, uint height)
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{
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lock (_lock)
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{
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if (_pendingWidth == width && _pendingHeight == height)
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return;
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_resizeRequested = true;
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_pendingWidth = width;
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_pendingHeight = height;
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}
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}
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public void ExecutePendingResize()
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{
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if (!_resizeRequested)
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return;
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uint newWidth, newHeight;
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lock (_lock)
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{
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newWidth = _pendingWidth;
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newHeight = _pendingHeight;
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_resizeRequested = false;
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}
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// Wait for GPU to complete
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WaitIdle();
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// Resize swap chain if present
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_swapChain?.Resize(newWidth, newHeight);
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// Update off-screen render target size
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if (_swapChain != null)
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{
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CreateOrUpdateOffScreenRenderTarget(newWidth, newHeight);
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}
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}
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public void Render()
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{
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ExecutePendingResize();
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// Get current frame resource
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var frameIndex = _frameIndex % (uint)_frameResources.Length;
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ref var frame = ref _frameResources[frameIndex];
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// Wait for this frame resource to be available
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if (frame.FenceValue > 0)
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{
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_commandQueue.WaitForValue(frame.FenceValue);
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}
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// Begin command recording
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frame.CommandBuffer.Begin();
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// Determine the final destination target
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IRenderTarget? finalDestination = null;
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ITexture? swapChainBackBuffer = null;
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if (_destinationTarget != null)
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{
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// Rendering to custom render target
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finalDestination = _destinationTarget;
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}
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else if (_swapChain != null)
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{
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// Rendering to swap chain - get back buffer as render target
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finalDestination = _swapChain.GetCurrentBackBufferRenderTarget();
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swapChainBackBuffer = _swapChain.GetCurrentBackBuffer();
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}
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if (finalDestination != null && _offScreenRenderTarget != null)
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{
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// Always render to off-screen first, then blit to final destination
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RenderScene(_offScreenRenderTarget, frame.CommandBuffer);
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BlitToDestination(_offScreenRenderTarget, finalDestination, swapChainBackBuffer, frame.CommandBuffer);
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}
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else
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{
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// No destination - skip rendering
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frame.CommandBuffer.End();
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return;
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}
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// End command recording
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frame.CommandBuffer.End();
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// Submit commands
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_commandQueue.Submit(frame.CommandBuffer);
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// Present if using swap chain
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_swapChain?.Present();
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// Signal fence for this frame
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frame.FenceValue = _commandQueue.Signal(++_frameIndex);
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}
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private void RenderScene(IRenderTarget target, ICommandBuffer cmd)
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{
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var clearColor = new Color128 { r = 1.0f, g = 0.0f, b = 1.0f, a = 1.0f };
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cmd.BeginRenderPass(target, clearColor);
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var viewport = new ViewportDesc(target.Width, target.Height);
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var scissor = new RectDesc(0, 0, (int)target.Width, (int)target.Height);
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cmd.SetViewport(viewport);
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cmd.SetScissorRect(scissor);
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// TODO: Execute render passes
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// foreach (var pass in _renderPasses)
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// {
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// pass.Execute(cmd);
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// }
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cmd.EndRenderPass();
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}
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private void BlitToDestination(IRenderTarget source, IRenderTarget destination, ITexture? swapChainBackBuffer, ICommandBuffer cmd)
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{
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// Handle swap chain back buffer transitions if needed
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if (swapChainBackBuffer != null)
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{
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// Transition back buffer to render target
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cmd.ResourceBarrier(swapChainBackBuffer, ResourceState.Present, ResourceState.RenderTarget);
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}
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// For now, we'll do a simple copy operation
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// In a real implementation, you would use a blit shader for post-processing
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// TODO: Implement proper blit operation with shader
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// This is a placeholder - in D3D12, you would typically:
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// 1. Set render target to the destination
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// 2. Use a full-screen quad/triangle with a shader that samples from the source
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// 3. Apply post-processing effects (tone mapping, gamma correction, etc.)
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// For now, just clear the destination (this should be replaced with actual blit)
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var clearColor = new Color128 { r = 0.0f, g = 0.0f, b = 0.0f, a = 1.0f };
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cmd.BeginRenderPass(destination, clearColor);
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cmd.EndRenderPass();
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// Handle swap chain back buffer transitions if needed
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if (swapChainBackBuffer != null)
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{
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// Transition back buffer to present
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cmd.ResourceBarrier(swapChainBackBuffer, ResourceState.RenderTarget, ResourceState.Present);
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}
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}
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private void CreateOrUpdateOffScreenRenderTarget(uint width, uint height)
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{
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// Check if we need to recreate the off-screen render target
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if (_offScreenRenderTarget == null || _offScreenRenderTarget.Width != width || _offScreenRenderTarget.Height != height)
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{
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_offScreenRenderTarget?.Dispose();
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var desc = RenderTargetDesc.Color(width, height, TextureFormat.B8G8R8A8_UNorm);
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_offScreenRenderTarget = _device.CreateRenderTarget(desc);
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}
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}
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public void WaitIdle()
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{
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// Wait for all frame resources to complete
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foreach (ref var frame in _frameResources.AsSpan())
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{
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if (frame.FenceValue > 0)
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{
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_commandQueue.WaitForValue(frame.FenceValue);
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}
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}
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}
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public void Dispose()
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{
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if (_disposed) return;
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WaitIdle();
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foreach (ref var frame in _frameResources.AsSpan())
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{
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frame.Dispose();
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}
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_offScreenRenderTarget?.Dispose();
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_disposed = true;
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}
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}
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