Files
GhostEngine/src/Runtime/Ghost.Graphics/D3D12/D3D12GraphicsEngine.cs
Misaki 93c58fa7fb Add Ghost.Nvtt C# wrapper and integrate nvtt texture pipeline
- Introduce full managed C# wrapper for NVIDIA Texture Tools (nvtt) with safe handle classes, idiomatic APIs, and managed callback support.
- Integrate Ghost.Nvtt into Ghost.Editor.Core and Ghost.MicroTest; update TextureAssetHandler to use the new nvtt wrapper for texture compression.
- Add comprehensive end-to-end binding test (NvttBindingTest).
- Refactor D3D12 resource management: add deferred/immediate release APIs, update allocator/database usage, and ensure proper resource cleanup.
- Update project files for new native DLL layout and dependency versions.
- Minor API cleanups: EditorApplication properties, D3D12 input layout, and removal of obsolete code.
- Update shaders, tests, and documentation for new APIs and usage patterns.
2026-02-23 17:13:10 +09:00

164 lines
4.4 KiB
C#

#if DEBUG
#define ENABLE_DEBUG
#endif
using Ghost.Core;
using Ghost.Graphics.Contracts;
using Ghost.Graphics.RHI;
using Ghost.Graphics.Core;
using System.Collections.Immutable;
using System.Runtime.CompilerServices;
namespace Ghost.Graphics.D3D12;
internal class D3D12GraphicsEngine : IGraphicsEngine
{
private readonly IRenderSystem _renderSystem;
#if ENABLE_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 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 D3D12GraphicsEngine(IRenderSystem renderSystem)
{
_renderSystem = renderSystem;
#if ENABLE_DEBUG
_debugLayer = new D3D12DebugLayer();
#endif
_device = new D3D12RenderDevice();
_shaderCompiler = new DxcShaderCompiler();
_descriptorAllocator = new D3D12DescriptorAllocator(_device);
_resourceDatabase = new D3D12ResourceDatabase(renderSystem, _descriptorAllocator);
_pipelineLibrary = new D3D12PipelineLibrary(_device, _resourceDatabase);
_resourceAllocator = new D3D12ResourceAllocator(_device, _descriptorAllocator, _resourceDatabase, _pipelineLibrary);
_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, _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 ICommandAllocator CreateCommandAllocator(CommandBufferType type = CommandBufferType.Graphics)
{
return new D3D12CommandAllocator(_device, type);
}
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 Result RenderFrame(ICommandAllocator commandAllocator)
{
ThrowIfDisposed();
var r = Result.Success();
foreach (var renderer in _renderers)
{
r = renderer.Render(commandAllocator);
if (r.IsFailure)
{
break;
}
}
_resourceDatabase.EndFrame();
return r;
}
public void Dispose()
{
if (_disposed)
{
return;
}
foreach (var renderer in _renderers)
{
renderer.Dispose();
}
_resourceDatabase.ReleaseAllResourcesImmediately();
_resourceAllocator.Dispose();
_pipelineLibrary.Dispose();
_resourceDatabase.Dispose();
_descriptorAllocator.Dispose();
_shaderCompiler.Dispose();
_device.Dispose();
#if ENABLE_DEBUG
_debugLayer.Dispose();
#endif
_disposed = true;
GC.SuppressFinalize(this);
}
}