Continue working on RHI
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@@ -1,6 +1,6 @@
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using Ghost.Graphics.RHI;
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using Ghost.Graphics.Contracts;
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using Ghost.Graphics.D3D12.Utilities;
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using Ghost.Graphics.Data;
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using Ghost.Graphics.RHI;
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namespace Ghost.Graphics.D3D12;
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@@ -11,18 +11,18 @@ public unsafe class D3D12Renderer : IRenderer
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{
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private struct FrameResource : IDisposable
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{
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public ICommandBuffer CommandBuffer;
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public ulong FenceValue;
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public ICommandBuffer commandBuffer;
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public ulong fenceValue;
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public FrameResource(IRenderDevice device)
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public FrameResource(IGraphicsEngine graphicsEngine)
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{
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CommandBuffer = device.CreateCommandBuffer();
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FenceValue = 0;
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commandBuffer = graphicsEngine.CreateCommandBuffer();
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fenceValue = 0;
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}
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public void Dispose()
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public readonly void Dispose()
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{
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CommandBuffer?.Dispose();
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commandBuffer?.Dispose();
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}
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}
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@@ -30,9 +30,11 @@ public unsafe class D3D12Renderer : IRenderer
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private readonly FrameResource[] _frameResources;
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private uint _frameIndex;
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private IRenderTarget? _destinationTarget; // Final destination (custom render target or swap chain back buffer)
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private readonly IResourceAllocator _resourceAllocator;
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private IRenderTarget? _customRenderTarget; // User-provided render target
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private IRenderTarget? _offScreenRenderTarget; // Off-screen target for swap chain
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private ISwapChain? _swapChain;
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private IRenderTarget? _offScreenRenderTarget; // Always render to off-screen first
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private readonly Lock _lock = new();
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private uint _pendingWidth;
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@@ -43,41 +45,39 @@ public unsafe class D3D12Renderer : IRenderer
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// TODO: Add render passes support
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// private ImmutableArray<IRenderPass> _renderPasses;
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public D3D12Renderer(IRenderDevice device)
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public D3D12Renderer(IGraphicsEngine graphicsEngine, IResourceAllocator resourceAllocator)
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{
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_commandQueue = device.GraphicsQueue;
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_resourceAllocator = resourceAllocator;
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_commandQueue = graphicsEngine.Device.GraphicsQueue;
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// Create frame resources for double buffering
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_frameResources = new FrameResource[2];
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for (int i = 0; i < _frameResources.Length; i++)
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_frameResources = new FrameResource[D3D12PipelineResource.BACK_BUFFER_COUNT];
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for (var i = 0; i < _frameResources.Length; i++)
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{
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_frameResources[i] = new FrameResource(device);
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_frameResources[i] = new FrameResource(graphicsEngine);
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}
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}
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~D3D12Renderer()
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{
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Dispose();
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}
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public void SetRenderTarget(IRenderTarget? renderTarget)
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{
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_destinationTarget = renderTarget;
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_swapChain = null; // Clear swap chain when using custom render target
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_customRenderTarget = renderTarget;
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_swapChain = null;
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// Create or update off-screen render target to match destination size
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if (_destinationTarget != null)
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{
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CreateOrUpdateOffScreenRenderTarget(_destinationTarget.Width, _destinationTarget.Height);
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}
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else
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{
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_offScreenRenderTarget?.Dispose();
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_offScreenRenderTarget = null;
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}
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// Clean up off-screen target when switching to render target mode
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_offScreenRenderTarget?.Dispose();
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_offScreenRenderTarget = null;
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}
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public void SetSwapChain(ISwapChain? swapChain)
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{
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_swapChain = swapChain;
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_destinationTarget = null; // Clear custom render target when using swap chain
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_customRenderTarget = null;
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// Create or update off-screen render target to match swap chain size
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if (_swapChain != null)
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{
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CreateOrUpdateOffScreenRenderTarget(_swapChain.Width, _swapChain.Height);
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@@ -88,6 +88,7 @@ public unsafe class D3D12Renderer : IRenderer
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_offScreenRenderTarget = null;
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}
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}
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public void RequestResize(uint width, uint height)
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{
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lock (_lock)
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@@ -104,7 +105,9 @@ public unsafe class D3D12Renderer : IRenderer
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public void ExecutePendingResize()
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{
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if (!_resizeRequested)
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{
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return;
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}
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uint newWidth, newHeight;
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lock (_lock)
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@@ -131,59 +134,37 @@ public unsafe class D3D12Renderer : IRenderer
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{
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ExecutePendingResize();
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// Get current frame resource
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var frameIndex = _frameIndex % (uint)_frameResources.Length;
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ref var frame = ref _frameResources[frameIndex];
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// Wait for this frame resource to be available
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if (frame.FenceValue > 0)
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if (frame.fenceValue > 0)
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{
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_commandQueue.WaitForValue(frame.FenceValue);
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_commandQueue.WaitForValue(frame.fenceValue);
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}
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// Begin command recording
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frame.CommandBuffer.Begin();
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frame.commandBuffer.Begin();
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// Determine the final destination target
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IRenderTarget? finalDestination = null;
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ITexture? swapChainBackBuffer = null;
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if (_destinationTarget != null)
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if (_customRenderTarget != null)
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{
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// Rendering to custom render target
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finalDestination = _destinationTarget;
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// Render target mode: render directly to custom target
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RenderScene(_customRenderTarget, frame.commandBuffer);
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}
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else if (_swapChain != null)
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else if (_swapChain != null && _offScreenRenderTarget != null)
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{
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// Rendering to swap chain - get back buffer as render target
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finalDestination = _swapChain.GetCurrentBackBufferRenderTarget();
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swapChainBackBuffer = _swapChain.GetCurrentBackBuffer();
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// Swap chain mode: render to off-screen, then blit to back buffer
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var backBufferRT = _swapChain.GetCurrentBackBuffer();
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// For testing, we render directly to the back buffer
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RenderScene(backBufferRT, frame.commandBuffer);
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//BlitToDestination(_offScreenRenderTarget, backBufferRT, frame.CommandBuffer);
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}
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if (finalDestination != null && _offScreenRenderTarget != null)
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{
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// Always render to off-screen first, then blit to final destination
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RenderScene(_offScreenRenderTarget, frame.CommandBuffer);
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BlitToDestination(_offScreenRenderTarget, finalDestination, swapChainBackBuffer, frame.CommandBuffer);
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}
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else
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{
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// No destination - skip rendering
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frame.CommandBuffer.End();
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return;
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}
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frame.commandBuffer.End();
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// End command recording
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frame.CommandBuffer.End();
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// Submit commands
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_commandQueue.Submit(frame.CommandBuffer);
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// Present if using swap chain
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_commandQueue.Submit(frame.commandBuffer);
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_swapChain?.Present();
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// Signal fence for this frame
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frame.FenceValue = _commandQueue.Signal(++_frameIndex);
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frame.fenceValue = _commandQueue.Signal(++_frameIndex);
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}
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private void RenderScene(IRenderTarget target, ICommandBuffer cmd)
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@@ -207,13 +188,13 @@ public unsafe class D3D12Renderer : IRenderer
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cmd.EndRenderPass();
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}
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private void BlitToDestination(IRenderTarget source, IRenderTarget destination, ITexture? swapChainBackBuffer, ICommandBuffer cmd)
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private void BlitToDestination(IRenderTarget source, IRenderTarget destination, ICommandBuffer cmd)
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{
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// Handle swap chain back buffer transitions if needed
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if (swapChainBackBuffer != null)
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if (_swapChain != null)
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{
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// Transition back buffer to render target
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cmd.ResourceBarrier(swapChainBackBuffer, ResourceState.Present, ResourceState.RenderTarget);
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cmd.ResourceBarrier(destination, ResourceState.Present, ResourceState.RenderTarget);
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}
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// For now, we'll do a simple copy operation
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@@ -231,22 +212,24 @@ public unsafe class D3D12Renderer : IRenderer
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cmd.EndRenderPass();
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// Handle swap chain back buffer transitions if needed
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if (swapChainBackBuffer != null)
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if (_swapChain != null)
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{
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// Transition back buffer to present
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cmd.ResourceBarrier(swapChainBackBuffer, ResourceState.RenderTarget, ResourceState.Present);
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cmd.ResourceBarrier(destination, ResourceState.RenderTarget, ResourceState.Present);
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}
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}
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private void CreateOrUpdateOffScreenRenderTarget(uint width, uint height)
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{
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// Check if we need to recreate the off-screen render target
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if (_offScreenRenderTarget == null || _offScreenRenderTarget.Width != width || _offScreenRenderTarget.Height != height)
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if (_offScreenRenderTarget == null ||
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_offScreenRenderTarget.Width != width ||
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_offScreenRenderTarget.Height != height)
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{
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_offScreenRenderTarget?.Dispose();
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var desc = RenderTargetDesc.Color(width, height, TextureFormat.B8G8R8A8_UNorm);
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_offScreenRenderTarget = _device.CreateRenderTarget(desc);
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var desc = RenderTargetDesc.Color(width, height, 1, TextureFormat.R8G8B8A8_UNorm);
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_offScreenRenderTarget = _resourceAllocator.CreateRenderTarget(in desc);
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}
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}
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@@ -255,16 +238,19 @@ public unsafe class D3D12Renderer : IRenderer
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// Wait for all frame resources to complete
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foreach (ref var frame in _frameResources.AsSpan())
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{
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if (frame.FenceValue > 0)
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if (frame.fenceValue > 0)
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{
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_commandQueue.WaitForValue(frame.FenceValue);
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_commandQueue.WaitForValue(frame.fenceValue);
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}
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}
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}
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public void Dispose()
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{
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if (_disposed) return;
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if (_disposed)
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{
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return;
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}
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WaitIdle();
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@@ -276,5 +262,7 @@ public unsafe class D3D12Renderer : IRenderer
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_offScreenRenderTarget?.Dispose();
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_disposed = true;
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GC.SuppressFinalize(this);
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}
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}
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