Refactor rendering projects
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174
src/Runtime/Ghost.Graphics.D3D12/D3D12GraphicsEngine.cs
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174
src/Runtime/Ghost.Graphics.D3D12/D3D12GraphicsEngine.cs
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#if DEBUG
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#define ENABLE_DEBUG
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#endif
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using Ghost.Core;
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using Ghost.Graphics.Core;
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using Ghost.Graphics.RHI;
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using System.Collections.Immutable;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace Ghost.Graphics.D3D12;
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public static class D3D12GraphicsEngineFactory
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{
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public static IGraphicsEngine Create(IRenderSystem renderSystem)
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{
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return new D3D12GraphicsEngine(renderSystem);
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}
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}
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internal class D3D12GraphicsEngine : IGraphicsEngine
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{
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private GCHandle _thisHandle;
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private readonly IRenderSystem _renderSystem;
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#if ENABLE_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 DxcShaderCompiler _shaderCompiler;
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private readonly D3D12DescriptorAllocator _descriptorAllocator;
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private readonly D3D12ResourceDatabase _resourceDatabase;
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private readonly D3D12PipelineLibrary _pipelineLibrary;
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private readonly D3D12ResourceAllocator _resourceAllocator;
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private ImmutableArray<IRenderer> _renderers;
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private bool _disposed;
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public IRenderDevice Device => _device;
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public IShaderCompiler ShaderCompiler => _shaderCompiler;
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public IPipelineLibrary PipelineLibrary => _pipelineLibrary;
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public IResourceDatabase ResourceDatabase => _resourceDatabase;
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public IResourceAllocator ResourceAllocator => _resourceAllocator;
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public D3D12GraphicsEngine(IRenderSystem renderSystem)
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{
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_renderSystem = renderSystem;
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#if ENABLE_DEBUG
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_debugLayer = new D3D12DebugLayer();
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#endif
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_device = new D3D12RenderDevice();
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_shaderCompiler = new DxcShaderCompiler();
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_descriptorAllocator = new D3D12DescriptorAllocator(_device);
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_resourceDatabase = new D3D12ResourceDatabase(renderSystem, _descriptorAllocator);
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_pipelineLibrary = new D3D12PipelineLibrary(_device, _resourceDatabase);
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_resourceAllocator = new D3D12ResourceAllocator(_device, _descriptorAllocator, _resourceDatabase, _pipelineLibrary);
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_renderers = ImmutableArray<IRenderer>.Empty;
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_pipelineLibrary.InitializeLibrary(null);
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}
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~D3D12GraphicsEngine()
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{
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Dispose();
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void ThrowIfDisposed()
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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}
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public IRenderer CreateRenderer()
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{
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ThrowIfDisposed();
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var renderer = new D3D12Renderer(this);
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ImmutableInterlocked.Update(ref _renderers, renderers => renderers.Add(renderer));
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return renderer;
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}
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public void RemoveRenderer(IRenderer renderer)
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{
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ThrowIfDisposed();
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ImmutableInterlocked.Update(ref _renderers, renderers => renderers.Remove(renderer));
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}
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public void ClearRenderers()
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{
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ThrowIfDisposed();
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ImmutableInterlocked.Update(ref _renderers, renderers => renderers.Clear());
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}
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public ICommandAllocator CreateCommandAllocator(CommandBufferType type = CommandBufferType.Graphics)
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{
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return new D3D12CommandAllocator(_device, type);
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}
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public ICommandBuffer CreateCommandBuffer(CommandBufferType type = CommandBufferType.Graphics)
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{
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ThrowIfDisposed();
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return new D3D12CommandBuffer(
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_device,
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_pipelineLibrary,
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_resourceDatabase,
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_resourceAllocator,
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_descriptorAllocator,
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type);
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}
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public ISwapChain CreateSwapChain(SwapChainDesc desc)
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{
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ThrowIfDisposed();
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return new D3D12SwapChain(_resourceDatabase, _descriptorAllocator, _device, desc, _renderSystem.MaxFrameLatency);
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}
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public Result RenderFrame(ICommandAllocator commandAllocator)
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{
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ThrowIfDisposed();
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var r = Result.Success();
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foreach (var renderer in _renderers)
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{
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r = renderer.Render(commandAllocator);
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if (r.IsFailure)
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{
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break;
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}
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}
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_resourceDatabase.EndFrame();
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return r;
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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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foreach (var renderer in _renderers)
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{
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renderer.Dispose();
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}
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_resourceDatabase.ReleaseAllResourcesImmediately();
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_resourceAllocator.Dispose();
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_pipelineLibrary.Dispose();
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_resourceDatabase.Dispose();
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_descriptorAllocator.Dispose();
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_shaderCompiler.Dispose();
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_device.Dispose();
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#if ENABLE_DEBUG
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_debugLayer.Dispose();
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#endif
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_thisHandle.Free();
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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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