Files
GhostEngine/Ghost.Graphics/D3D12/D3D12RenderDevice.cs
Misaki 682200cbf1 Refactor and enhance graphics and audio systems
Updated target frameworks to .NET 10.0 across multiple projects for compatibility with the latest features. Refactored namespaces and introduced new classes for shader descriptors, FMOD integration, and DirectX 12 utilities using TerraFX. Replaced `Win32` bindings with TerraFX equivalents for DirectX 12. Added a C# wrapper for FMOD Studio API, including DSP and error handling. Enhanced entity queries, component storage, and query filters for better performance and type safety. Introduced new test projects and updated the solution structure. Added `meshoptimizer` bindings and integrated `meshoptimizer_native.dll`. Improved code readability, maintainability, and performance.
2025-10-09 05:16:28 +09:00

103 lines
3.0 KiB
C#

using Ghost.Graphics.D3D12.Utilities;
using Ghost.Graphics.RHI;
using TerraFX.Interop.DirectX;
using TerraFX.Interop.Windows;
using static TerraFX.Aliases.D3D_Alias;
using static TerraFX.Aliases.DXGI_Alias;
namespace Ghost.Graphics.D3D12;
/// <summary>
/// D3D12 implementation of the render device interface
/// </summary>
internal unsafe class D3D12RenderDevice : IRenderDevice
{
private ComPtr<IDXGIFactory7> _dxgiFactory;
private ComPtr<ID3D12Device14> _device;
private ComPtr<IDXGIAdapter1> _adapter;
private readonly D3D12CommandQueue _graphicsQueue;
private readonly D3D12CommandQueue _computeQueue;
private readonly D3D12CommandQueue _copyQueue;
private bool _disposed;
public ICommandQueue GraphicsQueue => _graphicsQueue;
public ICommandQueue ComputeQueue => _computeQueue;
public ICommandQueue CopyQueue => _copyQueue;
public ID3D12Device14* NativeDevice => _device.Get();
public IDXGIFactory7* DXGIFactory => _dxgiFactory.Get();
public IDXGIAdapter1* Adapter => _adapter.Get();
public D3D12RenderDevice()
{
InitializeDevice();
_graphicsQueue = new D3D12CommandQueue(_device, CommandQueueType.Graphics);
_computeQueue = new D3D12CommandQueue(_device, CommandQueueType.Compute);
_copyQueue = new D3D12CommandQueue(_device, CommandQueueType.Copy);
}
~D3D12RenderDevice()
{
Dispose();
}
private void InitializeDevice()
{
#if DEBUG
CreateDXGIFactory2(TRUE, __uuidof<IDXGIFactory7>(), _dxgiFactory.GetVoidAddressOf());
#else
CreateDXGIFactory2(FALSE, __uuidof<IDXGIFactory7>(), _dxgiFactory.GetVoidAddressOf());
#endif
using ComPtr<IDXGIAdapter1> adapter = default;
for (uint adapterIndex = 0;
_dxgiFactory.Get()->EnumAdapterByGpuPreference(adapterIndex, DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE, __uuidof<IDXGIAdapter1>(), adapter.ReleaseAndGetVoidAddressOf()).SUCCEEDED;
adapterIndex++)
{
DXGI_ADAPTER_DESC1 desc = default;
adapter.Get()->GetDesc1(&desc);
// Don't select the Basic Render Driver adapter.
if (desc.Flags.HasFlag(DXGI_ADAPTER_FLAG_SOFTWARE))
{
continue;
}
if (D3D12CreateDevice((IUnknown*)adapter.Get(), D3D_FEATURE_LEVEL_12_0, __uuidof<ID3D12Device14>(), _device.GetVoidAddressOf()).SUCCEEDED)
{
_adapter = adapter.Move();
break;
}
}
if (_device.Get() == null)
{
throw new PlatformNotSupportedException("Cannot create ID3D12Device with feature level 12.0");
}
}
public void Dispose()
{
if (_disposed)
{
return;
}
_graphicsQueue?.Dispose();
_computeQueue?.Dispose();
_copyQueue?.Dispose();
_device.Reset();
_dxgiFactory.Dispose();
_adapter.Dispose();
_disposed = true;
GC.SuppressFinalize(this);
}
}