Continue working on RHI
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@@ -1,5 +1,8 @@
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using Ghost.Graphics.Data;
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using Ghost.Graphics.RHI;
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using System.Runtime.CompilerServices;
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using Win32;
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using Win32.Graphics.Direct3D12;
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namespace Ghost.Graphics.D3D12;
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@@ -7,62 +10,51 @@ namespace Ghost.Graphics.D3D12;
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/// D3D12 implementation of render target interface
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/// Supports either color OR depth rendering, not both
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/// </summary>
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internal unsafe class D3D12RenderTarget : IRenderTarget
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internal unsafe class D3D12RenderTarget : D3D12Texture, IRenderTarget
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{
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private readonly D3D12Texture _target;
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private bool _disposed;
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public uint Width
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{
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get;
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}
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public uint Height
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{
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get;
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}
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public RenderTargetType Type
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{
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get;
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}
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public ITexture Target => _target;
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private D3D12RenderTarget(ComPtr<ID3D12Resource> resource, uint width, uint height, uint slice, TextureFormat format, RenderTargetType type, uint mipLevels = 1)
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: base(resource, width, height, slice, format, mipLevels)
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{
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Type = type;
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}
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private D3D12RenderTarget(TextureHandle handle, ref readonly RenderTargetDesc desc, ref readonly TextureDesc texDesc)
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: base(handle, in texDesc)
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{
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Type = desc.Type;
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}
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/// <summary>
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/// Create a new render target with its own texture
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/// </summary>
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public D3D12RenderTarget(TextureHandle handle, ref readonly RenderTargetDesc desc)
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/// <param name="handle">The handle to the texture resource</param>
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/// <param name="desc">The descriptor to describe the render target</param>
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/// <returns>New render target instance</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static D3D12RenderTarget Create(TextureHandle handle, ref readonly RenderTargetDesc desc)
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{
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Width = desc.Width;
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Height = desc.Height;
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Type = desc.Type;
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// Create the target texture based on type
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var usage = Type == RenderTargetType.Color ? TextureUsage.RenderTarget : TextureUsage.DepthStencil;
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var textureDesc = new TextureDesc(desc.Width, desc.Height, desc.Format, desc.Dimension, desc.MipLevels, usage);
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_target = new D3D12Texture(handle, in textureDesc);
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var texDesc = RenderTargetDesc.ToTextureDescriptor(desc);
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return new D3D12RenderTarget(handle, in desc, in texDesc);
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}
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/// <summary>
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/// Wrap an existing texture as a render target (for swap chain back buffers)
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/// Create a new render target from an existing D3D12 resource
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/// </summary>
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public D3D12RenderTarget(D3D12Texture existingTexture, RenderTargetType type)
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/// <param name="resource">The existing D3D12 resource</param>
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/// <param name="width">The width of the render target</param>
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/// <param name="height">The height of the render target</param>
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/// <param name="format">The format of the render target</param>
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/// <param name="type">The type of the render target</param>
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/// <param name="mipLevels">The number of mip levels</param>
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/// <returns>New render target instance</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static D3D12RenderTarget Create(ComPtr<ID3D12Resource> resource, uint width, uint height, uint slice, TextureFormat format, RenderTargetType type, uint mipLevels = 1)
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{
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_target = existingTexture;
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Width = existingTexture.Width;
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Height = existingTexture.Height;
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Type = type;
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}
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public void Dispose()
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{
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if (_disposed)
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{
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return;
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}
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_target?.Dispose();
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_disposed = true;
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return new D3D12RenderTarget(resource, width, height, slice, format, type, mipLevels);
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}
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}
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