Files
GhostEngine/Ghost.Graphics/D3D12/D3D12ResourceFactory.cs
Misaki 78cc64b1d2 feat: Implement D3D12 resource factory and improve swap chain management
- Added D3D12ResourceFactory for creating render targets, textures, and buffers.
- Enhanced D3D12SwapChain to manage back buffer render targets and provide access to them.
- Updated D3D12Texture to utilize resource handles for better resource management.
- Removed legacy ResourceAllocator and integrated improvements for resource handling.
- Introduced new interfaces for resource factory and swap chain to streamline resource creation.
- Added support for mip levels and texture dimensions in render target and texture descriptions.
- Created new markdown files to document allocator and swap chain improvements.
2025-09-02 19:39:34 +09:00

53 lines
1.9 KiB
C#

using Ghost.Graphics.Data;
using Ghost.Graphics.RHI;
using System.Runtime.CompilerServices;
using Win32.Graphics.Direct3D12;
using Win32.Graphics.Dxgi;
namespace Ghost.Graphics.D3D12;
internal class D3D12ResourceFactory : IResourceFactory
{
private readonly D3D12ResourceAllocator _allocator;
public unsafe D3D12ResourceFactory(D3D12RenderDevice device, RenderSystem renderSystem)
{
_allocator = new D3D12ResourceAllocator((IDXGIAdapter*)device.Adapter, (ID3D12Device*)device.NativeDevice, renderSystem);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public IRenderTarget CreateRenderTarget(ref readonly RenderTargetDesc desc)
{
var usage = desc.Type == RenderTargetType.Color ? TextureUsage.RenderTarget : TextureUsage.DepthStencil;
if (desc.CreationFlags.HasFlag(RenderTargetCreationFlags.AllowUAV))
{
usage |= TextureUsage.UnorderedAccess;
}
var textureDesc = new TextureDesc(desc.Width, desc.Height, desc.Format, desc.Dimension, 1, usage);
return new D3D12RenderTarget(CreateTextureHandle(in textureDesc), in desc);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public TextureHandle CreateTextureHandle(ref readonly TextureDesc desc)
{
return _allocator.CreateTexture2D(in desc);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public ITexture CreateTexture(ref readonly TextureDesc desc)
{
return new D3D12Texture(CreateTextureHandle(in desc), in desc);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public BufferHandle CreateBufferHandle(ref readonly BufferDesc desc)
{
return _allocator.CreateBuffer(in desc);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public IBuffer CreateBuffer(ref readonly BufferDesc desc)
{
throw new NotImplementedException();
}
}