Updated multiple components to improve encapsulation, maintainability, and performance. Key changes include: - Upgraded package dependencies in project files. - Refactored `Mesh` and `RenderingContext` to use properties and added support for per-object constant buffers. - Improved resource management in `D3D12CommandBuffer`, `D3D12CommandQueue`, and `D3D12ResourceAllocator` with better encapsulation and disposal handling. - Added validation for constant buffer sizes in `D3D12PipelineLibrary`. - Simplified `MeshBuilder` methods to accept allocators and removed hardcoded values. - Enhanced debugging with `GPUResourceLeakException` and resource tracking updates. - Updated shaders and rendering logic for testing, including hardcoded triangle rendering. - Removed redundant base classes and interfaces for cleaner code structure.
219 lines
6.7 KiB
C#
219 lines
6.7 KiB
C#
using Ghost.Core;
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using Ghost.Core.Utilities;
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using Ghost.Graphics.Contracts;
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using Ghost.Graphics.Core;
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using Ghost.Graphics.D3D12.Utilities;
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using Ghost.Graphics.RHI;
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using Misaki.HighPerformance.LowLevel;
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using Misaki.HighPerformance.LowLevel.Buffer;
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using Misaki.HighPerformance.LowLevel.Collections;
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using System.Runtime.CompilerServices;
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using TerraFX.Interop.DirectX;
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using TerraFX.Interop.Windows;
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using static TerraFX.Aliases.DXGI_Alias;
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namespace Ghost.Graphics.D3D12;
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/// <summary>
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/// D3D12 implementation of swap chain interface
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/// </summary>
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internal unsafe class D3D12SwapChain : ISwapChain
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{
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private readonly D3D12ResourceDatabase _resourceDatabase;
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private readonly D3D12DescriptorAllocator _descriptorAllocator;
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private readonly D3D12RenderDevice _renderDevice;
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private UniquePtr<IDXGISwapChain4> _swapChain;
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private UnsafeArray<Handle<Texture>> _backBuffers;
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private object? _compositionSurface;
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private bool _disposed;
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public uint Width
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{
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get; private set;
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}
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public uint Height
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{
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get; private set;
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}
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public uint BufferCount
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{
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get;
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}
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public D3D12SwapChain(D3D12ResourceDatabase resourceDatabase, D3D12DescriptorAllocator descriptorAllocator, D3D12RenderDevice device, SwapChainDesc desc)
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{
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_resourceDatabase = resourceDatabase;
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_descriptorAllocator = descriptorAllocator;
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_renderDevice = device;
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_backBuffers = new UnsafeArray<Handle<Texture>>(D3D12PipelineResource.BACK_BUFFER_COUNT, Allocator.Persistent);
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Width = desc.width;
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Height = desc.height;
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BufferCount = D3D12PipelineResource.BACK_BUFFER_COUNT;
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CreateSwapChain(desc);
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CreateBackBuffers();
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_compositionSurface = desc.target.compositionSurface;
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}
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~D3D12SwapChain()
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{
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Dispose();
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}
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private void CreateSwapChain(SwapChainDesc desc)
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{
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var swapChainDesc = new DXGI_SWAP_CHAIN_DESC1
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{
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Width = desc.width,
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Height = desc.height,
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Format = desc.format.ToDXGIFormat(),
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SampleDesc = new DXGI_SAMPLE_DESC(1, 0),
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BufferUsage = DXGI_USAGE_BACK_BUFFER | DXGI_USAGE_RENDER_TARGET_OUTPUT,
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BufferCount = D3D12PipelineResource.BACK_BUFFER_COUNT,
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Scaling = DXGI_SCALING_STRETCH,
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SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD,
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AlphaMode = DXGI_ALPHA_MODE_IGNORE,
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Flags = (uint)DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING,
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Stereo = false,
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};
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IDXGISwapChain1* pTempSwapChain = default;
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var pFactory = _renderDevice.DXGIFactory.Get();
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var pCommandQueue = _renderDevice.NativeGraphicsQueue.Get();
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switch (desc.target.type)
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{
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case SwapChainTargetType.Composition:
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ThrowIfFailed(pFactory->CreateSwapChainForComposition((IUnknown*)pCommandQueue, &swapChainDesc, null, &pTempSwapChain));
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// Set the composition surface
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if (desc.target.compositionSurface != null)
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{
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using var swapChainPanelNative = ISwapChainPanelNative.FromSwapChainPanel(desc.target.compositionSurface);
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swapChainPanelNative.SetSwapChain((IntPtr)pTempSwapChain);
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}
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break;
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case SwapChainTargetType.WindowHandle:
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var swapChainFullscreenDesc = new DXGI_SWAP_CHAIN_FULLSCREEN_DESC
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{
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Windowed = true,
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};
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pFactory->CreateSwapChainForHwnd(
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(IUnknown*)pCommandQueue,
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new HWND(desc.target.windowHandle.ToPointer()),
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&swapChainDesc,
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&swapChainFullscreenDesc,
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null,
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&pTempSwapChain);
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break;
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default:
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throw new ArgumentException("Unsupported swap chain target type.");
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}
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IDXGISwapChain4* pSwapChain = default;
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pTempSwapChain->QueryInterface(__uuidof(pSwapChain), (void**)&pSwapChain);
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pTempSwapChain->Release();
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_swapChain.Attach(pSwapChain);
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}
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private void CreateBackBuffers()
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{
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for (uint i = 0; i < BufferCount; i++)
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{
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ID3D12Resource* pBackBuffer = default;
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ThrowIfFailed(_swapChain.Get()->GetBuffer(i, __uuidof(pBackBuffer), (void**)&pBackBuffer));
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pBackBuffer->SetName($"SwapChain_BackBuffer_{i}");
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var rtv = _descriptorAllocator.AllocateRTV();
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_renderDevice.NativeDevice.Get()->CreateRenderTargetView(pBackBuffer, null, _descriptorAllocator.GetCpuHandle(rtv));
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var handle = _resourceDatabase.ImportExternalResource(pBackBuffer, ResourceState.Present, new ResourceViewGroup() { rtv = rtv });
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_backBuffers[i] = handle.AsTexture();
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public Handle<Texture> GetCurrentBackBuffer()
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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return _backBuffers[_swapChain.Get()->GetCurrentBackBufferIndex()];
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}
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public void Present(bool vsync = true)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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var presentFlags = 0u;
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var syncInterval = vsync ? 1u : 0u;
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ThrowIfFailed(_swapChain.Get()->Present(syncInterval, presentFlags));
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}
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public void Resize(uint width, uint height)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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if (Width == width && Height == height)
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{
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return;
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}
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// Release old back buffers and render targets
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for (var i = 0; i < _backBuffers.Count; i++)
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{
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_resourceDatabase.ReleaseResource(_backBuffers[i].AsResource());
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}
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// Resize the swap chain
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if (_swapChain.Get()->ResizeBuffers(BufferCount, width, height, DXGI_FORMAT_B8G8R8A8_UNORM, (uint)DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING).FAILED)
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{
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throw new InvalidOperationException("Failed to resize swap chain buffers.");
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}
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Width = width;
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Height = height;
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// Recreate back buffers
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CreateBackBuffers();
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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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if (_compositionSurface != null)
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{
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using var panelNative = ISwapChainPanelNative.FromSwapChainPanel(_compositionSurface);
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panelNative.SetSwapChain(IntPtr.Zero);
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}
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for (var i = 0; i < _backBuffers.Count; i++)
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{
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_resourceDatabase.ReleaseResource(_backBuffers[i].AsResource());
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}
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_backBuffers.Dispose();
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_swapChain.Dispose();
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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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