forked from Misaki/GhostEngine
158 lines
4.1 KiB
C#
158 lines
4.1 KiB
C#
using Ghost.Core;
|
|
using Ghost.Graphics.RHI;
|
|
using Ghost.Graphics.Core;
|
|
using Ghost.Graphics.RenderPasses;
|
|
|
|
namespace Ghost.Graphics.D3D12;
|
|
|
|
/// <summary>
|
|
/// D3D12 implementation of the renderer interface using RHI abstractions
|
|
/// </summary>
|
|
internal class D3D12Renderer : IRenderer
|
|
{
|
|
private struct FrameResource : IDisposable
|
|
{
|
|
public ICommandBuffer commandBuffer;
|
|
public ulong fenceValue;
|
|
|
|
public FrameResource(D3D12GraphicsEngine graphicsEngine, int index)
|
|
{
|
|
commandBuffer = graphicsEngine.CreateCommandBuffer();
|
|
commandBuffer.Name = $"Frame Command Buffer {index}";
|
|
fenceValue = 0;
|
|
}
|
|
|
|
public readonly void Dispose()
|
|
{
|
|
commandBuffer?.Dispose();
|
|
}
|
|
}
|
|
|
|
private readonly D3D12GraphicsEngine _graphicsEngine;
|
|
private uint _frameIndex;
|
|
|
|
private readonly D3D12ResourceDatabase _resourceDatabase;
|
|
|
|
private Handle<Texture> _renderTarget;
|
|
|
|
private bool _disposed;
|
|
|
|
// NOTE: Testing only.
|
|
private readonly MeshRenderPass _pass;
|
|
|
|
public Handle<Texture> RenderTarget => _renderTarget;
|
|
|
|
// TODO: Add render passes support
|
|
// private ImmutableArray<IRenderPass> _renderPasses;
|
|
|
|
public D3D12Renderer(D3D12GraphicsEngine graphicsEngine, D3D12ResourceDatabase resourceDatabase)
|
|
{
|
|
_graphicsEngine = graphicsEngine;
|
|
_resourceDatabase = resourceDatabase;
|
|
|
|
_renderTarget = Handle<Texture>.Invalid;
|
|
|
|
|
|
// NOTE: Testing only.
|
|
_pass = new();
|
|
}
|
|
|
|
~D3D12Renderer()
|
|
{
|
|
Dispose();
|
|
}
|
|
|
|
public void SetRenderTarget(Handle<Texture> renderTarget)
|
|
{
|
|
_resourceDatabase.ReleaseResource(_renderTarget.AsResource());
|
|
_renderTarget = renderTarget;
|
|
}
|
|
|
|
public Result Render(ICommandBuffer commandBuffer)
|
|
{
|
|
if (!_renderTarget.IsValid)
|
|
{
|
|
return Result.Failure("Render target is not set.");
|
|
}
|
|
|
|
commandBuffer.Begin();
|
|
|
|
// NOTE: Temperary solution: render directly to the swap chain back buffer if available.
|
|
// HACK: This is hard coded for testing purposes only.
|
|
|
|
var error = RenderScene(_renderTarget, commandBuffer);
|
|
if (error != ErrorStatus.None)
|
|
{
|
|
commandBuffer.End();
|
|
return Result.Failure(error);
|
|
}
|
|
|
|
return commandBuffer.End();
|
|
}
|
|
|
|
// TODO: A proper render graph integration.
|
|
private ErrorStatus RenderScene(Handle<Texture> target, ICommandBuffer cmd)
|
|
{
|
|
var clearColor = new Color128 { r = 1.0f, g = 0.0f, b = 1.0f, a = 1.0f };
|
|
|
|
Span<PassRenderTargetDesc> rtDesc =
|
|
[
|
|
new PassRenderTargetDesc
|
|
{
|
|
Texture = target,
|
|
ClearColor = clearColor,
|
|
},
|
|
];
|
|
|
|
var depthDesc = new PassDepthStencilDesc
|
|
{
|
|
Texture = Handle<Texture>.Invalid,
|
|
ClearDepth = 1.0f,
|
|
ClearStencil = 0,
|
|
};
|
|
|
|
// NOTE: Testing only.
|
|
var ctx = new RenderingContext(_graphicsEngine, cmd, _graphicsEngine.CopyCommandBuffer, null!);
|
|
if (_frameIndex == 0)
|
|
{
|
|
_pass.Initialize(ref ctx);
|
|
}
|
|
|
|
var result = _resourceDatabase.GetResourceDescription(target.AsResource());
|
|
if (result.IsFailure)
|
|
{
|
|
return result.Error;
|
|
}
|
|
|
|
var texDesc = result.Value.TextureDescription;
|
|
var viewport = new ViewportDesc { Width = texDesc.Width, Height = texDesc.Height, MinDepth = 0, MaxDepth = 1 };
|
|
var scissor = new RectDesc { Right = texDesc.Width, Bottom = texDesc.Height };
|
|
|
|
cmd.BeginRenderPass(rtDesc, depthDesc, false);
|
|
cmd.SetViewport(viewport);
|
|
cmd.SetScissorRect(scissor);
|
|
|
|
// NOTE: Testing only.
|
|
_pass.Execute(ref ctx);
|
|
|
|
cmd.EndRenderPass();
|
|
|
|
return ErrorStatus.None;
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
if (_disposed)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// NOTE: Testing only.
|
|
_pass.Cleanup(_resourceDatabase);
|
|
|
|
_disposed = true;
|
|
|
|
GC.SuppressFinalize(this);
|
|
}
|
|
}
|