Files
GhostEngine/Ghost.Graphics/D3D12/D3D12Renderer.cs
2025-12-22 15:59:02 +09:00

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);
}
}