Files
GhostEngine/Ghost.Graphics/GraphicsPipeline.cs
Misaki 5ae4128baf Enhance graphics engine and code organization
Added `InternalsVisibleTo` attribute for "Ghost.Graphics" and "Ghost.Editor" in `AssemblyInfo.cs`.
Added a new `EngineAssemblyAttribute` in `EngineAssemblyAttribute.cs`.
Added a reference to `Misaki.HighPerformance.Unsafe` in `Ghost.Core.csproj`.
Added a new `Bounds` struct to represent axis-aligned bounding boxes in `Bounds.cs`.
Added new `Color32` and `Color128` structs for color representation in `Color.cs`.

Changed the namespace from `Ghost.Editor.Controls` to `Ghost.Editor.Core.Controls` in multiple files.
Changed the implicit conversion operator in `ConstPtr<T>` to use a more descriptive parameter name in `ConstPtr.cs`.
Changed the `Mesh` class to use `Color128` instead of `Color32` for color representation.

Enhanced the `TypeCache` class to load types from assemblies marked with `EngineAssemblyAttribute`.
Enhanced the `ProjectService` class to improve the `GetAllProjectAsync` method by filtering out bad projects.
Enhanced the `GraphicsPipeline` class to support both DX12 and D3D12 graphics APIs.
Enhanced the `Shader` class to include methods for compiling HLSL shaders and managing root signatures.
Enhanced the `MeshRenderPass` class to utilize the new shader compilation methods.

Refactored the `AppStateMachine` class to use private fields instead of static fields for state management.
Refactored the `ComponentDataView` class to use the new namespace and improve organization.
Refactored project references in `Ghost.Graphics.csproj` to include new dependencies and remove outdated ones.

Made various adjustments to ensure consistency and improve code quality across multiple files.
2025-07-02 21:30:10 +09:00

201 lines
5.1 KiB
C#

using Ghost.Core;
using Ghost.Graphics.Contracts;
using Ghost.Graphics.D3D12;
using Ghost.Graphics.Data;
using System.Runtime.CompilerServices;
namespace Ghost.Graphics;
public static class GraphicsPipeline
{
internal const int _FRAME_COUNT = 2;
private static IGraphicsDevice? _graphicsDevice;
private static IResourceAllocator? _resourceAllocator;
private static Thread? _renderThread;
private static AutoResetEvent[]? _cpuReadyEvent;
private static AutoResetEvent[]? _gpuReadyEvent;
private static uint _cpuFenceValue;
private static uint _gpuFenceValue;
private static bool _initialized;
private static bool _isRunning;
internal static uint CPUFenceValue => _cpuFenceValue;
internal static uint GPUFenceValue => _gpuFenceValue;
internal static bool IsRunning => _isRunning;
internal static IGraphicsDevice GraphicsDevice
{
get
{
if (_graphicsDevice == null)
{
throw new InvalidOperationException("Graphics pipeline is not initialized.");
}
return _graphicsDevice;
}
}
internal static IResourceAllocator ResourceAllocator
{
get
{
if (_resourceAllocator == null)
{
throw new InvalidOperationException("Resource allocator is not initialized.");
}
return _resourceAllocator;
}
}
public static GraphicsAPI CurrentAPI
{
get;
private set;
}
internal static void Initialize(GraphicsAPI api)
{
switch (api)
{
case GraphicsAPI.D3D12:
_graphicsDevice = new D3D12GraphicsDevice();
_resourceAllocator = new D3D12ResourceAllocator();
break;
default:
throw new NotSupportedException($"Graphics API {api} is not supported.");
}
_renderThread = new Thread(RenderLoop)
{
IsBackground = true,
Name = "Graphics Render Thread",
Priority = ThreadPriority.Normal
};
_cpuReadyEvent = new AutoResetEvent[_FRAME_COUNT];
_gpuReadyEvent = new AutoResetEvent[_FRAME_COUNT];
for (var i = 0; i < _FRAME_COUNT; i++)
{
_cpuReadyEvent[i] = new(false);
_gpuReadyEvent[i] = new(true);
}
CurrentAPI = api;
_initialized = true;
}
private static void RenderLoop()
{
while (_isRunning)
{
if (_graphicsDevice == null)
{
throw new ArgumentException("Renderer has been disposed or is not initialized.");
}
var eventIndex = (int)(_gpuFenceValue % _FRAME_COUNT);
_cpuReadyEvent![eventIndex].WaitOne();
_graphicsDevice.InitializePendingRenderers();
foreach (var renderer in _graphicsDevice.Renderers)
{
renderer.ExecutePendingResize();
renderer.Render();
}
_gpuFenceValue++;
_gpuReadyEvent![eventIndex].Set();
_resourceAllocator!.ReleaseTempResource();
}
}
internal static bool IsGpuReady()
{
return _gpuFenceValue >= _cpuFenceValue;
}
internal static void WaitForGPUReady()
{
if (_gpuReadyEvent == null)
{
throw new InvalidOperationException("Graphics pipeline is not initialized.");
}
var eventIndex = (int)(_cpuFenceValue % _FRAME_COUNT);
_gpuReadyEvent[eventIndex].WaitOne();
}
internal static void SignalCPUReady()
{
if (_cpuReadyEvent == null)
{
throw new InvalidOperationException("Graphics pipeline is not initialized.");
}
var eventIndex = (int)(_cpuFenceValue % _FRAME_COUNT);
_cpuFenceValue++;
_cpuReadyEvent[eventIndex].Set();
}
internal static void Start()
{
if (_isRunning || !_initialized)
{
return;
}
_isRunning = true;
_renderThread!.Start();
}
internal static void Stop()
{
_isRunning = false;
_renderThread?.Join();
}
internal static void Shutdown()
{
Stop();
_graphicsDevice?.Dispose();
_resourceAllocator?.Dispose();
_graphicsDevice = null;
_renderThread = null;
_initialized = false;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal static T GetGraphicsDevice<T>()
where T : class, IGraphicsDevice
{
if (T.TargetAPI != CurrentAPI)
{
throw new InvalidOperationException($"No graphics device of type {typeof(T)} available for the current API.");
}
return Unsafe.As<T>(GraphicsDevice);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Result CheckAPI(GraphicsAPI expectedAPI)
{
if (CurrentAPI != expectedAPI)
{
return Result.Failure($"Expected API {expectedAPI}, but got {CurrentAPI}.");
}
return Result.Success();
}
}