Updated D3D12Renderer for testing.

This commit is contained in:
2025-11-11 16:10:17 +09:00
parent 56f73e774b
commit fb003da26a
7 changed files with 107 additions and 87 deletions

View File

@@ -26,6 +26,7 @@ internal unsafe class D3D12GraphicsEngine : IGraphicsEngine
public IPipelineLibrary PipelineLibrary => _pipelineLibrary;
public IResourceDatabase ResourceDatabase => _resourceDatabase;
public IResourceAllocator ResourceAllocator => _resourceAllocator;
public ICommandBuffer CopyCommandBuffer => _copyCommandBuffer;
public D3D12GraphicsEngine(IRenderSystem renderSystem)
{

View File

@@ -3,6 +3,7 @@ using Ghost.Graphics.D3D12.Utilities;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.Mathematics;
using Ghost.Graphics.Core;
using Ghost.Graphics.RenderPasses;
namespace Ghost.Graphics.D3D12;
@@ -16,7 +17,7 @@ internal unsafe class D3D12Renderer : IRenderer
public ICommandBuffer commandBuffer;
public ulong fenceValue;
public FrameResource(IGraphicsEngine graphicsEngine)
public FrameResource(D3D12GraphicsEngine graphicsEngine)
{
commandBuffer = graphicsEngine.CreateCommandBuffer();
fenceValue = 0;
@@ -28,33 +29,37 @@ internal unsafe class D3D12Renderer : IRenderer
}
}
private readonly ICommandQueue _commandQueue;
private readonly D3D12GraphicsEngine _graphicsEngine;
private readonly D3D12CommandQueue _commandQueue;
private readonly FrameResource[] _frameResources;
private uint _frameIndex;
private readonly IResourceAllocator _resourceAllocator;
private readonly D3D12ResourceAllocator _resourceAllocator;
private readonly D3D12ResourceDatabase _resourceDatabase;
private Handle<Texture> _customRenderTarget; // User-provided render target
private Handle<Texture> _offScreenRenderTarget; // Off-screen target for swap chain
private Handle<Texture> _renderTarget;
private ISwapChain? _swapChain;
private readonly Lock _lock = new();
private uint2 _currentSize;
private uint _pendingWidth;
private uint _pendingHeight;
private uint2 _pendingSize;
private bool _resizeRequested;
private bool _disposed;
// NOTE: Testing only.
private readonly MeshRenderPass _pass;
public uint2 Size => _currentSize;
// TODO: Add render passes support
// private ImmutableArray<IRenderPass> _renderPasses;
public D3D12Renderer(IGraphicsEngine graphicsEngine, IResourceAllocator resourceAllocator, D3D12ResourceDatabase resourceDatabase)
public D3D12Renderer(D3D12GraphicsEngine graphicsEngine, D3D12ResourceAllocator resourceAllocator, D3D12ResourceDatabase resourceDatabase)
{
_commandQueue = graphicsEngine.Device.GraphicsQueue;
_graphicsEngine = graphicsEngine;
_commandQueue = (D3D12CommandQueue)graphicsEngine.Device.GraphicsQueue;
_resourceAllocator = resourceAllocator;
_resourceDatabase = resourceDatabase;
@@ -65,8 +70,11 @@ internal unsafe class D3D12Renderer : IRenderer
_frameResources[i] = new FrameResource(graphicsEngine);
}
_customRenderTarget = Handle<Texture>.Invalid;
_offScreenRenderTarget = Handle<Texture>.Invalid;
_renderTarget = Handle<Texture>.Invalid;
// NOTE: Testing only.
_pass = new();
}
~D3D12Renderer()
@@ -74,42 +82,46 @@ internal unsafe class D3D12Renderer : IRenderer
Dispose();
}
private void CreateOffScreenRenderTarget(uint width, uint height)
{
var desc = RenderTargetDesc.Color(width, height, 1, TextureFormat.R8G8B8A8_UNorm);
_renderTarget = _resourceAllocator.CreateRenderTarget(in desc);
}
public void SetRenderTarget(Handle<Texture> renderTarget)
{
_customRenderTarget = renderTarget;
_swapChain = null;
// Clean up off-screen target when switching to render target mode
_resourceDatabase.ReleaseResource(_offScreenRenderTarget.AsResource());
_offScreenRenderTarget = Handle<Texture>.Invalid;
_resourceDatabase.ReleaseResource(_renderTarget.AsResource());
_renderTarget = renderTarget;
}
public void SetSwapChain(ISwapChain? swapChain)
{
_swapChain = swapChain;
_customRenderTarget = Handle<Texture>.Invalid;
if (_swapChain != null)
{
CreateOrUpdateOffScreenRenderTarget(_swapChain.Width, _swapChain.Height);
_resourceDatabase.ReleaseResource(_renderTarget.AsResource());
}
else
if (swapChain != null)
{
_resourceDatabase.ReleaseResource(_offScreenRenderTarget.AsResource());
_offScreenRenderTarget = Handle<Texture>.Invalid;
CreateOffScreenRenderTarget(swapChain.Width, swapChain.Height);
}
_swapChain = swapChain;
}
public void RequestResize(uint width, uint height)
public void RequestResize(uint2 newSize )
{
lock (_lock)
{
if (_pendingWidth == width && _pendingHeight == height)
if (math.all(_pendingSize == newSize))
{
return;
}
_resizeRequested = true;
_pendingWidth = width;
_pendingHeight = height;
_pendingSize = newSize;
}
}
@@ -120,11 +132,10 @@ internal unsafe class D3D12Renderer : IRenderer
return;
}
uint newWidth, newHeight;
uint2 newSize;
lock (_lock)
{
newWidth = _pendingWidth;
newHeight = _pendingHeight;
newSize = _pendingSize;
_resizeRequested = false;
}
@@ -132,13 +143,14 @@ internal unsafe class D3D12Renderer : IRenderer
WaitIdle();
// Resize swap chain if present
_swapChain?.Resize(newWidth, newHeight);
_currentSize = new uint2(newWidth, newHeight);
_swapChain?.Resize(newSize.x, newSize.y);
_currentSize = newSize;
// Update off-screen render target size
if (_swapChain != null)
{
CreateOrUpdateOffScreenRenderTarget(newWidth, newHeight);
_resourceDatabase.ReleaseResource(_renderTarget.AsResource());
CreateOffScreenRenderTarget(newSize.x, newSize.y);
}
}
@@ -154,32 +166,32 @@ internal unsafe class D3D12Renderer : IRenderer
_commandQueue.WaitForValue(frame.fenceValue);
}
frame.commandBuffer.Begin();
if (_customRenderTarget.IsValid)
if (_renderTarget.IsValid)
{
// Render target mode: render directly to custom target
RenderScene(_customRenderTarget, frame.commandBuffer);
frame.commandBuffer.Begin();
// NOTE: Temperary solution: render directly to the swap chain back buffer if available.
var rt = _swapChain?.GetCurrentBackBuffer() ?? _renderTarget;
RenderScene(rt, frame.commandBuffer);
// if (_swapChain != null)
// {
// var backBufferRT = _swapChain.GetCurrentBackBuffer();
// BlitToDestination(_renderTarget, backBufferRT, frame.commandBuffer);
// }
frame.commandBuffer.End();
_commandQueue.Submit(frame.commandBuffer);
_swapChain?.Present();
}
else if (_swapChain != null && _offScreenRenderTarget.IsValid)
{
// Swap chain mode: render to off-screen, then blit to back buffer
var backBufferRT = _swapChain.GetCurrentBackBuffer();
// For testing, we render directly to the back buffer
RenderScene(backBufferRT, frame.commandBuffer);
//BlitToDestination(_offScreenRenderTarget, backBufferRT, frame.CommandBuffer);
}
frame.commandBuffer.End();
_commandQueue.Submit(frame.commandBuffer);
_swapChain?.Present();
frame.fenceValue = _commandQueue.Signal(_frameIndex);
_frameIndex++;
}
// TODO: A proper render graph integration.
private void RenderScene(Handle<Texture> target, ICommandBuffer cmd)
{
var clearColor = new Color128 { r = 1.0f, g = 0.0f, b = 1.0f, a = 1.0f };
@@ -206,16 +218,19 @@ internal unsafe class D3D12Renderer : IRenderer
cmd.SetViewport(viewport);
cmd.SetScissorRect(scissor);
// TODO: Execute render passes
// foreach (var pass in _renderPasses)
// {
// pass.Execute(cmd);
// }
// NOTE: Testing only.
var ctx = new RenderingContext(_graphicsEngine, cmd, _graphicsEngine.CopyCommandBuffer, null!);
if (_frameIndex == 0)
{
_pass.Initialize(ref ctx);
}
_pass.Execute(ref ctx);
cmd.EndRenderPass();
}
private void BlitToDestination(Handle<Texture> source, Handle<Texture> destination, ICommandBuffer cmd)
private void BlitToSwapChain(Handle<Texture> source, Handle<Texture> destination, ICommandBuffer cmd)
{
// Handle swap chain back buffer transitions if needed
if (_swapChain != null)
@@ -231,7 +246,6 @@ internal unsafe class D3D12Renderer : IRenderer
// This is a placeholder - in D3D12, you would typically:
// 1. Set render target to the destination
// 2. Use a full-screen quad/triangle with a shader that samples from the source
// 3. Apply post-processing effects (tone mapping, gamma correction, etc.)
// Handle swap chain back buffer transitions if needed
if (_swapChain != null)
@@ -241,17 +255,6 @@ internal unsafe class D3D12Renderer : IRenderer
}
}
private void CreateOrUpdateOffScreenRenderTarget(uint width, uint height)
{
if (_offScreenRenderTarget.IsValid)
{
_resourceAllocator.ReleaseResource(_offScreenRenderTarget.AsResource());
}
var desc = RenderTargetDesc.Color(width, height, 1, TextureFormat.R8G8B8A8_UNorm);
_offScreenRenderTarget = _resourceAllocator.CreateRenderTarget(in desc);
}
public void WaitIdle()
{
// Wait for all frame resources to complete
@@ -273,14 +276,21 @@ internal unsafe class D3D12Renderer : IRenderer
WaitIdle();
// NOTE: Testing only.
_pass.Cleanup(_resourceDatabase);
// If using a swap chain, release the off-screen render target.
// Otherwise, the render target is managed externally.
if (_swapChain != null)
{
_resourceDatabase.ReleaseResource(_renderTarget.AsResource());
}
foreach (ref var frame in _frameResources.AsSpan())
{
frame.Dispose();
}
_resourceDatabase.ReleaseResource(_customRenderTarget.AsResource());
_resourceDatabase.ReleaseResource(_offScreenRenderTarget.AsResource());
_disposed = true;
GC.SuppressFinalize(this);

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@@ -165,6 +165,12 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
return handle;
}
public bool HasResource(Handle<GPUResource> handle)
{
ObjectDisposedException.ThrowIf(_disposed, this);
return _resources.Contain(handle.id, handle.generation);
}
public ref ResourceRecord GetResourceInfo(Handle<GPUResource> handle)
{
ObjectDisposedException.ThrowIf(_disposed, this);

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@@ -1,5 +1,6 @@
using Ghost.Core;
using Ghost.Core.Utilities;
using Ghost.Graphics.Core;
using Ghost.Graphics.Contracts;
using Ghost.Graphics.D3D12.Utilities;
using Ghost.Graphics.RHI;
@@ -11,8 +12,6 @@ using TerraFX.Interop.Windows;
using static TerraFX.Aliases.DXGI_Alias;
using Ghost.Graphics.Core;
namespace Ghost.Graphics.D3D12;
/// <summary>
@@ -120,7 +119,7 @@ internal unsafe class D3D12SwapChain : ISwapChain
_swapChain.Get()->GetBuffer(i, backBuffer.IID(), backBuffer.PPV());
backBuffer.Get()->SetName($"SwapChain_BackBuffer_{i}");
_backBuffers[i] = _resourceDatabase.ImportExternalResource(backBuffer, ResourceState.Present).AsTexture();
_backBuffers[i] = _resourceDatabase.ImportExternalResource(backBuffer.Move(), ResourceState.Present).AsTexture();
}
}
@@ -135,10 +134,7 @@ internal unsafe class D3D12SwapChain : ISwapChain
var presentFlags = 0u;
var syncInterval = vsync ? 1u : 0u;
if (_swapChain.Get()->Present(syncInterval, presentFlags).FAILED)
{
throw new InvalidOperationException("Failed to present swap chain.");
}
ThrowIfFailed(_swapChain.Get()->Present(syncInterval, presentFlags));
}
public void Resize(uint width, uint height)