Refactoring rendering system.

Added new IRenderSystem and IFenceSynchronizer

Changed IRenderer managment from RenderSystem to IGraphicsEngine
This commit is contained in:
2025-11-07 16:46:21 +09:00
parent 15aca9aefb
commit 56f73e774b
8 changed files with 216 additions and 94 deletions

View File

@@ -3,7 +3,6 @@ using Ghost.Core.Graphics;
using Ghost.Core.Utilities;
using Ghost.Graphics.Core;
using Ghost.Graphics.RHI;
using Ghost.Graphics.D3D12.Utilities;
using Misaki.HighPerformance.Mathematics;
using Misaki.HighPerformance.LowLevel.Collections;
using System.Runtime.CompilerServices;
@@ -588,11 +587,13 @@ internal unsafe sealed partial class D3D12ResourceAllocator
}
}
// TODO: Dedicated pool for copy, render graph, and persistent resources
// TODO: Thread safety for resource allocator
// A common solution is to use ticket. Each allocation request create a ticket and put it into a thread-safe queue. A dedicated thread process the queue and fulfill the requests.
internal unsafe sealed partial class D3D12ResourceAllocator : IResourceAllocator, IDisposable
{
private readonly RenderSystem _renderSystem;
private readonly IFenceSynchronizer _fenceSynchronizer;
private readonly D3D12RenderDevice _device;
private readonly D3D12DescriptorAllocator _descriptorAllocator;
private readonly D3D12ResourceDatabase _resourceDatabase;
@@ -602,7 +603,7 @@ internal unsafe sealed partial class D3D12ResourceAllocator : IResourceAllocator
private bool _disposed;
public D3D12ResourceAllocator(RenderSystem renderSystem, D3D12RenderDevice device, D3D12DescriptorAllocator descriptorAllocator, D3D12ResourceDatabase resourceDatabase)
public D3D12ResourceAllocator(IFenceSynchronizer fenceSynchronizer, D3D12RenderDevice device, D3D12DescriptorAllocator descriptorAllocator, D3D12ResourceDatabase resourceDatabase)
{
var desc = new D3D12MA_ALLOCATOR_DESC
{
@@ -616,7 +617,7 @@ internal unsafe sealed partial class D3D12ResourceAllocator : IResourceAllocator
_allocator.Attach(pAllocator);
_device = device;
_renderSystem = renderSystem;
_fenceSynchronizer = fenceSynchronizer;
_descriptorAllocator = descriptorAllocator;
_resourceDatabase = resourceDatabase;
@@ -631,7 +632,7 @@ internal unsafe sealed partial class D3D12ResourceAllocator : IResourceAllocator
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private Handle<GPUResource> TrackResource(ComPtr<D3D12MA_Allocation> allocation, D3D12_RESOURCE_STATES state, ResourceViewGroup resourceDescriptor, ResourceDesc desc, bool isTemp)
{
var handle = _resourceDatabase.AddResource(allocation, _renderSystem.CPUFenceValue, D3D12StatesToRHIState(state), resourceDescriptor, desc);
var handle = _resourceDatabase.AddResource(allocation, _fenceSynchronizer.CPUFenceValue, D3D12StatesToRHIState(state), resourceDescriptor, desc);
if (isTemp)
{
@@ -884,7 +885,7 @@ internal unsafe sealed partial class D3D12ResourceAllocator : IResourceAllocator
continue;
}
if (info.cpuFenceValue > _renderSystem.GPUFenceValue)
if (info.cpuFenceValue > _fenceSynchronizer.GPUFenceValue)
{
// Resource still in use by GPU, stop processing.
// Since resources are enqueued in order, we can break here.
@@ -896,11 +897,6 @@ internal unsafe sealed partial class D3D12ResourceAllocator : IResourceAllocator
}
}
public void ReleaseResource(Handle<GPUResource> handle)
{
_resourceDatabase.ReleaseResource(handle);
}
public void Dispose()
{
if (_disposed)
@@ -917,7 +913,7 @@ internal unsafe sealed partial class D3D12ResourceAllocator : IResourceAllocator
foreach (var handle in _temResources)
{
ReleaseResource(handle);
_resourceDatabase.ReleaseResource(handle);
}
_temResources.Dispose();