Files
GhostEngine/Ghost.Graphics/D3D12/D3D12GraphicsEngine.cs
Misaki 676f8bb74c Add render graph proof of concept and refactor graphics
Implemented a transient render graph system as a proof of concept, including resource aliasing, pass culling, and typed pass data. Added new project `Ghost.RenderGraph.Concept` targeting `.NET 10.0`.

Refactored graphics-related components:
- Simplified resource state transitions in `RenderingContext`.
- Improved resize handling in `GraphicsTestWindow`.
- Updated `D3D12GraphicsEngine` to streamline frame rendering.
- Enhanced `D3D12ResourceDatabase` and `D3D12SwapChain` for better resource management.

Added detailed documentation:
- `ALIASING.md` explains resource aliasing techniques.
- `API_DESIGN.md` outlines the render graph API design.

Updated solution to include the new render graph project.
2025-12-01 22:31:17 +09:00

163 lines
4.6 KiB
C#

using Ghost.Core;
using Ghost.Graphics.Contracts;
using Ghost.Graphics.RHI;
using Ghost.Graphics.Utilities;
using System.Collections.Immutable;
using System.Runtime.CompilerServices;
namespace Ghost.Graphics.D3D12;
internal class D3D12GraphicsEngine : IGraphicsEngine
{
private readonly IRenderSystem _renderSystem;
#if DEBUG
private readonly D3D12DebugLayer _debugLayer;
#endif
private readonly D3D12RenderDevice _device;
private readonly DxcShaderCompiler _shaderCompiler;
private readonly D3D12DescriptorAllocator _descriptorAllocator;
private readonly D3D12ResourceDatabase _resourceDatabase;
private readonly D3D12PipelineLibrary _pipelineLibrary;
private readonly D3D12ResourceAllocator _resourceAllocator;
private readonly D3D12CommandBuffer _copyCommandBuffer;
private ImmutableArray<IRenderer> _renderers;
private bool _disposed;
public IRenderDevice Device => _device;
public IShaderCompiler ShaderCompiler => _shaderCompiler;
public IPipelineLibrary PipelineLibrary => _pipelineLibrary;
public IResourceDatabase ResourceDatabase => _resourceDatabase;
public IResourceAllocator ResourceAllocator => _resourceAllocator;
public ICommandBuffer CopyCommandBuffer => _copyCommandBuffer;
public D3D12GraphicsEngine(IRenderSystem renderSystem)
{
_renderSystem = renderSystem;
#if DEBUG
_debugLayer = new D3D12DebugLayer();
#endif
_device = new D3D12RenderDevice();
_shaderCompiler = new DxcShaderCompiler();
_descriptorAllocator = new D3D12DescriptorAllocator(_device);
_resourceDatabase = new D3D12ResourceDatabase(_descriptorAllocator);
_pipelineLibrary = new D3D12PipelineLibrary(_device, _resourceDatabase);
_resourceAllocator = new D3D12ResourceAllocator(renderSystem, _device, _descriptorAllocator, _resourceDatabase, _pipelineLibrary);
_copyCommandBuffer = new D3D12CommandBuffer(
_device,
_pipelineLibrary,
_resourceDatabase,
_resourceAllocator,
_descriptorAllocator,
CommandBufferType.Copy);
_renderers = ImmutableArray<IRenderer>.Empty;
_pipelineLibrary.InitializeLibrary(null);
}
~D3D12GraphicsEngine()
{
Dispose();
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void ThrowIfDisposed()
{
ObjectDisposedException.ThrowIf(_disposed, this);
}
public IRenderer CreateRenderer()
{
ThrowIfDisposed();
var renderer = new D3D12Renderer(this, _resourceAllocator, _resourceDatabase);
ImmutableInterlocked.Update(ref _renderers, renderers => renderers.Add(renderer));
return renderer;
}
public void RemoveRenderer(IRenderer renderer)
{
ThrowIfDisposed();
ImmutableInterlocked.Update(ref _renderers, renderers => renderers.Remove(renderer));
}
public void ClearRenderers()
{
ThrowIfDisposed();
ImmutableInterlocked.Update(ref _renderers, renderers => renderers.Clear());
}
public ICommandBuffer CreateCommandBuffer(CommandBufferType type = CommandBufferType.Graphics)
{
ThrowIfDisposed();
return new D3D12CommandBuffer(
_device,
_pipelineLibrary,
_resourceDatabase,
_resourceAllocator,
_descriptorAllocator,
type);
}
public ISwapChain CreateSwapChain(SwapChainDesc desc)
{
ThrowIfDisposed();
return new D3D12SwapChain(_resourceDatabase, _descriptorAllocator, _device, desc, _renderSystem.MaxFrameLatency);
}
public void RenderFrame()
{
ThrowIfDisposed();
foreach (var renderer in _renderers)
{
renderer.ExecutePendingResize();
}
_copyCommandBuffer.Begin();
foreach (var renderer in _renderers)
{
renderer.Render();
}
_copyCommandBuffer.End().ThrowIfFailed();
_resourceAllocator.ReleaseTempResources();
_descriptorAllocator.ResetCbvSrvUavDynamicHeap();
_descriptorAllocator.ResetDSVDynamicHeap();
_descriptorAllocator.ResetRTVDynamicHeap();
}
public void Dispose()
{
if (_disposed)
{
return;
}
_copyCommandBuffer.Dispose();
_resourceAllocator.Dispose();
_pipelineLibrary.Dispose();
_resourceDatabase.Dispose();
_descriptorAllocator.Dispose();
_shaderCompiler.Dispose();
_device.Dispose();
#if DEBUG
_debugLayer.Dispose();
#endif
_disposed = true;
GC.SuppressFinalize(this);
}
}