forked from Misaki/GhostEngine
361 lines
12 KiB
C#
361 lines
12 KiB
C#
using Ghost.Graphics.Contracts;
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using Ghost.Graphics.D3D12.Utilities;
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using Ghost.Graphics.Data;
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using System.Collections.Immutable;
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using Win32;
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using Win32.Graphics.Direct3D12;
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using Win32.Graphics.Dxgi;
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using Win32.Graphics.Dxgi.Common;
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using Win32.Numerics;
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namespace Ghost.Graphics.D3D12;
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// TODO: We should split the renderer and swap chain into different classes to allow for more flexibility in rendering pipelines.
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// Each renderer can have a render target (swap chain or texture).
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// When render target is null, skip the render pass execution.
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/// <summary>
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/// Legacy D3D12 Renderer - DEPRECATED
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/// Use D3D12Renderer instead for new code
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/// This class remains for compatibility during migration
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/// </summary>
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[Obsolete("Use D3D12Renderer instead")]
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internal unsafe class Renderer
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{
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private struct FrameResource : IDisposable
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{
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public ComPtr<ID3D12CommandAllocator> commandAllocator;
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public ComPtr<ID3D12GraphicsCommandList10> commandList;
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public ComPtr<ID3D12Resource> backBuffer;
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public CommandList cmd;
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public RenderTargetDescriptor rtvDescriptor;
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public ulong fenceValue;
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public FrameResource(Renderer renderer, uint index)
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{
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renderer._graphicsDevice.NativeDevice.Ptr->CreateCommandAllocator(CommandListType.Direct, __uuidof<ID3D12CommandAllocator>(), commandAllocator.GetVoidAddressOf());
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renderer._graphicsDevice.NativeDevice.Ptr->CreateCommandList(0u, CommandListType.Direct, commandAllocator.Get(), null, __uuidof<ID3D12GraphicsCommandList10>(), commandList.GetVoidAddressOf());
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cmd = new(commandList.Get());
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rtvDescriptor = renderer.CreateBackBufferResource(index, backBuffer.GetAddressOf());
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}
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public readonly void ResetCommandBuffer()
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{
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commandAllocator.Get()->Reset();
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commandList.Get()->Reset(commandAllocator.Get(), null);
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}
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public readonly void ExecuteCommandBuffer(ID3D12CommandQueue* queue)
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{
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commandList.Get()->Close();
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var commandListPtr = (ID3D12CommandList*)commandList.Get();
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queue->ExecuteCommandLists(1, &commandListPtr);
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}
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public void IncrementFenceValue()
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{
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fenceValue++;
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}
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public void Dispose()
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{
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commandAllocator.Dispose();
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commandList.Dispose();
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backBuffer.Dispose();
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GraphicsPipeline.DescriptorAllocator.ReleaseRTV(rtvDescriptor);
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}
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}
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private readonly GraphicsDevice _graphicsDevice;
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private readonly SwapChainPresenter _swapChainPresenter;
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private ComPtr<IDXGISwapChain4> _swapChain = default;
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private ComPtr<ID3D12Fence1> _fence = default;
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private uint _backBufferIndex;
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private readonly FrameResource[] _frameResources;
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private readonly AutoResetEvent _fenceEvent;
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private ImmutableArray<IRenderPass> _renderPasses;
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private readonly Lock _lock = new();
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private uint _viewPortWidth;
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private uint _viewPortHeight;
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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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public ReadOnlySpan<IRenderPass> RenderPasses => _renderPasses.AsSpan();
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public Renderer(GraphicsDevice graphicsDevice, in SwapChainPresenter swapChainSurface)
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{
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_graphicsDevice = graphicsDevice;
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_swapChainPresenter = swapChainSurface;
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_viewPortWidth = swapChainSurface.Width;
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_viewPortHeight = swapChainSurface.Height;
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_fenceEvent = new(false);
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_renderPasses = [];
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InitializeSwapChain();
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InitializeFrameResource(out _frameResources);
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}
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private void InitializeSwapChain()
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{
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var swapChainDesc = new SwapChainDescription1
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{
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Width = _swapChainPresenter.Width,
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Height = _swapChainPresenter.Height,
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Format = D3D12PipelineResource.SWAP_CHAIN_BACK_BUFFER_FORMAT,
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SampleDesc = new SampleDescription(1, 0),
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BufferUsage = Usage.BackBuffer | Usage.RenderTargetOutput,
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BufferCount = GraphicsPipeline._FRAME_COUNT,
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Scaling = Scaling.Stretch,
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SwapEffect = SwapEffect.FlipDiscard,
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AlphaMode = AlphaMode.Ignore,
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Flags = SwapChainFlags.AllowTearing,
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Stereo = false,
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};
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using ComPtr<IDXGISwapChain1> tempSwapChain = default;
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switch (_swapChainPresenter.Type)
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{
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case SwapChainPresenter.TargetType.Composition:
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_graphicsDevice.DXGIFactory.Ptr->CreateSwapChainForComposition((IUnknown*)_graphicsDevice.CommandQueue.Ptr, &swapChainDesc, null, tempSwapChain.GetAddressOf());
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break;
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case SwapChainPresenter.TargetType.Hwnd:
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var swapChainFullscreenDesc = new SwapChainFullscreenDescription
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{
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Windowed = true,
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};
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_graphicsDevice.DXGIFactory.Ptr->CreateSwapChainForHwnd(
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(IUnknown*)_graphicsDevice.CommandQueue.Ptr,
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_swapChainPresenter.Hwnd,
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&swapChainDesc,
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&swapChainFullscreenDesc,
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null,
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tempSwapChain.GetAddressOf());
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break;
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default:
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throw new ArgumentException("Unsupported swap chain surface type.");
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}
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if (tempSwapChain.Get()->QueryInterface(__uuidof<IDXGISwapChain4>(), _swapChain.GetVoidAddressOf()).Failure)
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{
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throw new InvalidOperationException("Failed to create IDXGISwapChain4 interface.");
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}
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if (_swapChainPresenter.Type == SwapChainPresenter.TargetType.Composition)
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{
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_swapChainPresenter.SwapChainPanelNative.SetSwapChain((IntPtr)_swapChain.Get());
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}
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_backBufferIndex = _swapChain.Get()->GetCurrentBackBufferIndex();
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}
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private void InitializeFrameResource(out FrameResource[] frameResources)
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{
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frameResources = new FrameResource[GraphicsPipeline._FRAME_COUNT];
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for (var i = 0u; i < GraphicsPipeline._FRAME_COUNT; i++)
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{
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frameResources[i] = new FrameResource(this, i);
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}
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for (var i = 1u; i < GraphicsPipeline._FRAME_COUNT; i++)
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{
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ref var frameResource = ref frameResources[i];
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frameResource.commandList.Get()->Close();
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}
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_graphicsDevice.NativeDevice.Ptr->CreateFence(0, FenceFlags.None, __uuidof<ID3D12Fence1>(), _fence.GetVoidAddressOf());
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frameResources[0].IncrementFenceValue();
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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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{
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return;
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}
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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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private RenderTargetDescriptor CreateBackBufferResource(uint i, ID3D12Resource** backBuffer)
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{
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_swapChain.Get()->GetBuffer(i, __uuidof<ID3D12Resource>(), (void**)backBuffer);
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(*backBuffer)->SetName($"BackBuffer_{i}");
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var rtvDescriptor = GraphicsPipeline.DescriptorAllocator.AllocateRTV();
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var rtvHandle = rtvDescriptor.CpuHandle;
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_graphicsDevice.NativeDevice.Ptr->CreateRenderTargetView(*backBuffer, null, rtvHandle);
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return rtvDescriptor;
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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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{
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return;
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}
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uint newWidth;
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uint 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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WaitIdle();
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for (var i = 0; i < GraphicsPipeline._FRAME_COUNT; i++)
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{
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ref var frameResource = ref _frameResources[i];
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if (frameResource.backBuffer.Get() is not null)
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{
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var c = frameResource.backBuffer.Reset();
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GraphicsPipeline.DescriptorAllocator.ReleaseRTV(frameResource.rtvDescriptor);
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}
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frameResource.fenceValue = _frameResources[_backBufferIndex].fenceValue;
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}
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if (_swapChain.Get()->ResizeBuffers(GraphicsPipeline._FRAME_COUNT, newWidth, newHeight, Format.B8G8R8A8Unorm, SwapChainFlags.AllowTearing).Failure)
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{
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throw new InvalidOperationException("Failed to resize swap chain buffers.");
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}
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for (var i = 0u; i < GraphicsPipeline._FRAME_COUNT; i++)
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{
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var index = CreateBackBufferResource(i, _frameResources[i].backBuffer.GetAddressOf());
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_frameResources[i].rtvDescriptor = index;
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}
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_backBufferIndex = _swapChain.Get()->GetCurrentBackBufferIndex();
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_viewPortWidth = newWidth;
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_viewPortHeight = newHeight;
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}
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public void Initialize()
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{
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ref var frameResource = ref _frameResources[_backBufferIndex];
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foreach (var pass in _renderPasses)
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{
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pass.Initialize(frameResource.cmd);
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}
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frameResource.ExecuteCommandBuffer(_graphicsDevice.CommandQueue);
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WaitIdle();
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}
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public void Render()
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{
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_backBufferIndex = _swapChain.Get()->GetCurrentBackBufferIndex();
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ref var frameResource = ref _frameResources[_backBufferIndex];
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var cpuHandle = frameResource.rtvDescriptor.CpuHandle;
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frameResource.ResetCommandBuffer();
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frameResource.commandList.Get()->ResourceBarrierTransition(frameResource.backBuffer.Get(), ResourceStates.Present, ResourceStates.RenderTarget);
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var clearColor = stackalloc float[4] { 1.0f, 0.0f, 1.0f, 1.0f };
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frameResource.commandList.Get()->ClearRenderTargetView(cpuHandle, clearColor, 0, null);
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var viewPort = new Viewport(_viewPortWidth, _viewPortHeight);
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var rect = new Rect(0, 0, (int)_viewPortWidth, (int)_viewPortHeight);
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frameResource.commandList.Get()->RSSetViewports(1, &viewPort);
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frameResource.commandList.Get()->RSSetScissorRects(1, &rect);
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frameResource.commandList.Get()->OMSetRenderTargets(1, &cpuHandle, false, null);
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foreach (var pass in _renderPasses)
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{
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pass.Execute(frameResource.cmd);
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}
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frameResource.commandList.Get()->ResourceBarrierTransition(frameResource.backBuffer.Get(), ResourceStates.RenderTarget, ResourceStates.Present);
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frameResource.ExecuteCommandBuffer(_graphicsDevice.CommandQueue.Ptr);
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if (_swapChain.Get()->Present(1, PresentFlags.None).Failure)
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{
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throw new InvalidOperationException("Failed to present swap chain.");
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}
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WaitNextFrame();
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}
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public void WaitNextFrame()
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{
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ref var resource = ref _frameResources[_backBufferIndex];
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if (_graphicsDevice.CommandQueue.Ptr->Signal((ID3D12Fence*)_fence.Get(), resource.fenceValue).Failure)
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{
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return;
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}
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var handle = new Handle((void*)_fenceEvent.SafeWaitHandle.DangerousGetHandle());
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if (_fence.Get()->GetCompletedValue() < resource.fenceValue
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&& _fence.Get()->SetEventOnCompletion(resource.fenceValue, handle).Success)
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{
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_fenceEvent.WaitOne();
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}
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resource.IncrementFenceValue();
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}
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public void WaitIdle()
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{
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ref var resource = ref _frameResources[_backBufferIndex];
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_graphicsDevice.CommandQueue.Ptr->Signal((ID3D12Fence*)_fence.Get(), resource.fenceValue);
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var handle = new Handle((void*)_fenceEvent.SafeWaitHandle.DangerousGetHandle());
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if (_fence.Get()->SetEventOnCompletion(resource.fenceValue, handle).Success)
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{
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_fenceEvent.WaitOne();
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resource.IncrementFenceValue();
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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)
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{
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return;
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}
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WaitIdle();
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_swapChainPresenter.SwapChainPanelNative.SetSwapChain(IntPtr.Zero);
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foreach (var pass in _renderPasses)
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{
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pass.Dispose();
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}
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foreach (var frameResource in _frameResources)
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{
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frameResource.Dispose();
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}
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_swapChain.Dispose();
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_fence.Dispose();
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_fenceEvent.Dispose();
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_backBufferIndex = 0;
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_disposed = true;
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}
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} |