Refactor: add command allocator & render target strategies

Major refactor of graphics infrastructure:
- Introduce ICommandAllocator and D3D12CommandAllocator for explicit command buffer management.
- Change ICommandBuffer.Begin to require an allocator.
- Add IRenderTargetStrategy abstraction with swap chain and texture implementations.
- Update IRenderer to use RenderTargetStrategy instead of direct handle.
- Add DPI scaling support to swap chains (ScaleX/ScaleY, SetScale).
- RenderSystem now supports thread-safe swap chain resize requests.
- Remove persistent copy command buffer; use per-frame allocators.
- Make Logger public/static and clean up API visibility.
- Update .editorconfig and debug layer enablement.
These changes improve modularity, DPI-awareness, and future extensibility.
This commit is contained in:
2025-12-23 00:35:34 +09:00
parent d23e701f0a
commit aa3d9c749b
24 changed files with 456 additions and 242 deletions

View File

@@ -2,6 +2,7 @@ using Ghost.Core;
using Ghost.Graphics.RHI;
using Ghost.Graphics.Core;
using Ghost.Graphics.RenderPasses;
using Ghost.Graphics.Contracts;
namespace Ghost.Graphics.D3D12;
@@ -10,48 +11,30 @@ namespace Ghost.Graphics.D3D12;
/// </summary>
internal class D3D12Renderer : IRenderer
{
private struct FrameResource : IDisposable
{
public ICommandBuffer commandBuffer;
public ulong fenceValue;
public FrameResource(D3D12GraphicsEngine graphicsEngine, int index)
{
commandBuffer = graphicsEngine.CreateCommandBuffer();
commandBuffer.Name = $"Frame Command Buffer {index}";
fenceValue = 0;
}
public readonly void Dispose()
{
commandBuffer?.Dispose();
}
}
private readonly D3D12GraphicsEngine _graphicsEngine;
private uint _frameIndex;
private readonly D3D12ResourceDatabase _resourceDatabase;
private Handle<Texture> _renderTarget;
private readonly ICommandBuffer _commandBuffer;
private uint _frameIndex;
private bool _disposed;
// NOTE: Testing only.
private readonly MeshRenderPass _pass;
public Handle<Texture> RenderTarget => _renderTarget;
public IRenderTargetStrategy? RenderTargetStrategy
{
get; set;
}
// TODO: Add render passes support
// private ImmutableArray<IRenderPass> _renderPasses;
// TODO: Add render graph support
public D3D12Renderer(D3D12GraphicsEngine graphicsEngine, D3D12ResourceDatabase resourceDatabase)
{
_graphicsEngine = graphicsEngine;
_resourceDatabase = resourceDatabase;
_renderTarget = Handle<Texture>.Invalid;
_commandBuffer = _graphicsEngine.CreateCommandBuffer(CommandBufferType.Graphics);
// NOTE: Testing only.
_pass = new();
@@ -62,36 +45,47 @@ internal class D3D12Renderer : IRenderer
Dispose();
}
public void SetRenderTarget(Handle<Texture> renderTarget)
public Result Render(ICommandAllocator commandAllocator)
{
_resourceDatabase.ReleaseResource(_renderTarget.AsResource());
_renderTarget = renderTarget;
}
public Result Render(ICommandBuffer commandBuffer)
{
if (!_renderTarget.IsValid)
if (RenderTargetStrategy is null)
{
return Result.Failure("Render target is not set.");
return Result.Failure("Render target strategy is not set.");
}
commandBuffer.Begin();
var target = RenderTargetStrategy.GetRenderTarget();
if (target.IsNotValid)
{
return Result.Failure("Render target is invalid.");
}
_commandBuffer.Begin(commandAllocator);
RenderTargetStrategy.BeginRender(_commandBuffer);
// NOTE: Temperary solution: render directly to the swap chain back buffer if available.
// HACK: This is hard coded for testing purposes only.
var error = RenderScene(_renderTarget, commandBuffer);
var error = RenderScene(target);
if (error != ErrorStatus.None)
{
commandBuffer.End();
_commandBuffer.End();
return Result.Failure(error);
}
return commandBuffer.End();
RenderTargetStrategy.EndRender(_commandBuffer);
var r = _commandBuffer.End();
if (r.IsFailure)
{
return r;
}
_graphicsEngine.Device.GraphicsQueue.Submit(_commandBuffer);
RenderTargetStrategy.Present();
return Result.Success();
}
// TODO: A proper render graph integration.
private ErrorStatus RenderScene(Handle<Texture> target, ICommandBuffer cmd)
private ErrorStatus RenderScene(Handle<Texture> target)
{
var clearColor = new Color128 { r = 1.0f, g = 0.0f, b = 1.0f, a = 1.0f };
@@ -112,7 +106,7 @@ internal class D3D12Renderer : IRenderer
};
// NOTE: Testing only.
var ctx = new RenderingContext(_graphicsEngine, cmd, _graphicsEngine.CopyCommandBuffer, null!);
var ctx = new RenderingContext(_graphicsEngine, _commandBuffer);
if (_frameIndex == 0)
{
_pass.Initialize(ref ctx);
@@ -124,18 +118,20 @@ internal class D3D12Renderer : IRenderer
return result.Error;
}
// TODO: Decouple viewport and scissor from the texture size.
var texDesc = result.Value.TextureDescription;
var viewport = new ViewportDesc { Width = texDesc.Width, Height = texDesc.Height, MinDepth = 0, MaxDepth = 1 };
var scissor = new RectDesc { Right = texDesc.Width, Bottom = texDesc.Height };
cmd.BeginRenderPass(rtDesc, depthDesc, false);
cmd.SetViewport(viewport);
cmd.SetScissorRect(scissor);
_commandBuffer.BeginRenderPass(rtDesc, depthDesc, false);
_commandBuffer.SetViewport(viewport);
_commandBuffer.SetScissorRect(scissor);
// NOTE: Testing only.
_pass.Execute(ref ctx);
cmd.EndRenderPass();
_commandBuffer.EndRenderPass();
_frameIndex++;
return ErrorStatus.None;
}
@@ -150,6 +146,8 @@ internal class D3D12Renderer : IRenderer
// NOTE: Testing only.
_pass.Cleanup(_resourceDatabase);
_commandBuffer.Dispose();
_disposed = true;
GC.SuppressFinalize(this);