Continue working on RHI
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61
Ghost.Graphics/D3D12/D3D12GraphicsEngine.cs
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61
Ghost.Graphics/D3D12/D3D12GraphicsEngine.cs
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using Ghost.Graphics.RHI;
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namespace Ghost.Graphics.D3D12;
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internal unsafe class D3D12GraphicsEngine : IGraphicsEngine
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{
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#if DEBUG
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private readonly D3D12DebugLayer _debugLayer;
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#endif
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private readonly D3D12RenderDevice _device;
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private readonly D3D12PipelineStateController _stateController;
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private readonly D3D12ResourceAllocator _resourceAllocator;
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private readonly D3D12PipelineStateController _pipelineState;
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private readonly D3D12DescriptorAllocator _descriptorAllocator;
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public IRenderDevice Device => _device;
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public IPipelineStateController PipelineStateController => _stateController;
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public IResourceAllocator ResourceAllocator => _resourceAllocator;
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public D3D12GraphicsEngine(RenderSystem renderSystem)
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{
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#if DEBUG
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_debugLayer = new();
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#endif
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_device = new();
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_stateController = new(_device);
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_resourceAllocator = new(_device, renderSystem);
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_pipelineState = new(_device);
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_descriptorAllocator = new(_device);
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}
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public IRenderer CreateRenderer()
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{
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return new D3D12Renderer(this, _resourceAllocator);
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}
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public ICommandBuffer CreateCommandBuffer(CommandBufferType type = CommandBufferType.Graphics)
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{
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return new D3D12CommandBuffer(_device, _stateController, _descriptorAllocator, type);
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}
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public ISwapChain CreateSwapChain(SwapChainDesc desc)
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{
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return new D3D12SwapChain(_device.DXGIFactory, ((D3D12CommandQueue)_device.ComputeQueue).NativeQueue, desc);
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}
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public void Dispose()
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{
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_descriptorAllocator.Dispose();
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_resourceAllocator.Dispose();
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_device.Dispose();
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#if DEBUG
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_debugLayer.Dispose();
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#endif
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}
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}
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