Files
GhostEngine/Ghost.Graphics/D3D12/D3D12GraphicsEngine.cs
Misaki dfe786a2aa Refactor core systems and improve resource management
- Updated dependencies, including `Misaki.HighPerformance` and `TerraFX.Interop`.
- Refactored `Result` struct for better error handling and chaining.
- Removed `Ptr<T>` struct as it was no longer necessary.
- Enhanced `Win32Utility` with `Attach` and `Dispose` methods.
- Improved `ProjectService` and `AppStateMachine` with `Result` integration.
- Refactored `IShaderCompiler` to support SPIR-V cross-compilation and pass-level compilation.
- Standardized Direct3D12 resource management with `UniquePtr` and added `D3D12Object` base class.
- Improved shader reflection validation and pipeline creation in `D3D12PipelineLibrary`.
- Updated `SDLCompiler` for better error handling during shader generation.
- Enhanced logging, debugging, and code readability across the codebase.
- Performed general code cleanup, including unused namespace removal and naming consistency.
2025-11-23 15:02:37 +09:00

164 lines
4.3 KiB
C#

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 unsafe class D3D12GraphicsEngine : IGraphicsEngine
{
#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)
{
#if DEBUG
_debugLayer = new();
#endif
_device = new();
_shaderCompiler = new();
_descriptorAllocator = new(_device);
_resourceDatabase = new(_descriptorAllocator);
_pipelineLibrary = new(_device, _resourceDatabase);
_resourceAllocator = new(renderSystem, _device, _descriptorAllocator, _resourceDatabase, _pipelineLibrary);
_copyCommandBuffer = new(
_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, _device.DXGIFactory, ((D3D12CommandQueue)_device.GraphicsQueue).NativeQueue, desc);
}
public void BeginFrame()
{
ThrowIfDisposed();
foreach (var renderer in _renderers)
{
renderer.ExecutePendingResize();
}
_copyCommandBuffer.Begin();
}
public void RenderFrame()
{
ThrowIfDisposed();
foreach (var renderer in _renderers)
{
renderer.Render();
}
}
public void EndFrame()
{
ThrowIfDisposed();
_copyCommandBuffer.End();
_resourceAllocator.ReleaseTempResources();
}
public void Dispose()
{
if (_disposed)
{
return;
}
_copyCommandBuffer.Dispose();
_resourceAllocator.Dispose();
_pipelineLibrary.Dispose();
_resourceDatabase.Dispose();
_descriptorAllocator.Dispose();
_device.Dispose();
#if DEBUG
_debugLayer.Dispose();
#endif
_disposed = true;
GC.SuppressFinalize(this);
}
}