Files
GhostEngine/Ghost.Graphics/D3D12/D3D12GraphicsEngine.cs

100 lines
2.6 KiB
C#

using Ghost.Graphics.RHI;
namespace Ghost.Graphics.D3D12;
internal unsafe class D3D12GraphicsEngine : IGraphicsEngine
{
#if DEBUG
private readonly D3D12DebugLayer _debugLayer;
#endif
private readonly D3D12RenderDevice _device;
private readonly D3D12PipelineLibrary _stateController;
private readonly D3D12DescriptorAllocator _descriptorAllocator;
private readonly D3D12ResourceDatabase _resourceDatabase;
private readonly D3D12ResourceAllocator _resourceAllocator;
private readonly D3D12CommandBuffer _copyCommandBuffer;
public IRenderDevice Device => _device;
public IResourceDatabase ResourceDatabase => _resourceDatabase;
public IResourceAllocator ResourceAllocator => _resourceAllocator;
public IPipelineLibrary PipelineStateController => _stateController;
public D3D12GraphicsEngine(RenderSystem renderSystem)
{
#if DEBUG
_debugLayer = new();
#endif
_device = new();
_descriptorAllocator = new(_device);
_resourceDatabase = new(_descriptorAllocator);
_resourceAllocator = new(renderSystem, _device, _descriptorAllocator, _resourceDatabase);
_stateController = new(_device, _resourceDatabase, null);
_copyCommandBuffer = new(
_device,
_stateController,
_resourceDatabase,
_resourceAllocator,
_descriptorAllocator,
CommandBufferType.Copy);
}
~D3D12GraphicsEngine()
{
Dispose();
}
public IRenderer CreateRenderer()
{
return new D3D12Renderer(this, _resourceAllocator, _resourceDatabase);
}
public ICommandBuffer CreateCommandBuffer(CommandBufferType type = CommandBufferType.Graphics)
{
return new D3D12CommandBuffer(
_device,
_stateController,
_resourceDatabase,
_resourceAllocator,
_descriptorAllocator,
type);
}
public ISwapChain CreateSwapChain(SwapChainDesc desc)
{
return new D3D12SwapChain(_resourceDatabase, _device.DXGIFactory, ((D3D12CommandQueue)_device.ComputeQueue).NativeQueue, desc);
}
public void BeginFrame()
{
throw new NotImplementedException();
}
public void EndFrame()
{
throw new NotImplementedException();
}
public void Dispose()
{
_copyCommandBuffer.Dispose();
_stateController.Dispose();
_resourceAllocator.Dispose();
_resourceDatabase.Dispose();
_descriptorAllocator.Dispose();
_device.Dispose();
#if DEBUG
_debugLayer.Dispose();
#endif
GC.SuppressFinalize(this);
}
}