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