- 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.
260 lines
5.7 KiB
C#
260 lines
5.7 KiB
C#
namespace Ghost.Graphics.RHI;
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/// <summary>
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/// Pipeline state object interface
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/// </summary>
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public interface IPipelineState : IDisposable
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{
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/// <summary>
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/// Pipeline type (graphics or compute)
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/// </summary>
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PipelineType Type
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{
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get;
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}
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/// <summary>
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/// Pipeline name for debugging
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/// </summary>
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string Name
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{
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get; set;
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}
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}
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/// <summary>
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/// Root signature interface
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/// </summary>
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public interface IRootSignature : IDisposable
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{
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/// <summary>
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/// Root signature name for debugging
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/// </summary>
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string Name
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{
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get; set;
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}
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}
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/// <summary>
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/// Pipeline types
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/// </summary>
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public enum PipelineType
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{
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Graphics,
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Compute
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}
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/// <summary>
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/// Render target description
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/// Supports either color OR depth rendering, not both
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/// </summary>
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public struct RenderTargetDesc
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{
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/// <summary>
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/// Width of the render target
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/// </summary>
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public uint Width;
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/// <summary>
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/// Height of the render target
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/// </summary>
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public uint Height;
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/// <summary>
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/// Type of render target (color or depth)
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/// </summary>
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public RenderTargetType Type;
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/// <summary>
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/// Target texture format
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/// </summary>
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public TextureFormat Format;
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/// <summary>
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/// Texture dimension
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/// </summary>
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public TextureDimension Dimension;
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/// <summary>
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/// Creation flags for the render target
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/// </summary>
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public RenderTargetCreationFlags CreationFlags;
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/// <summary>
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/// Number of mip levels. 0 to generate full mip chain
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/// </summary>
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public uint MipLevels;
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/// <summary>
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/// Number of samples for MSAA
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/// </summary>
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public uint SampleCount;
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/// <summary>
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/// Creates a color render target
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/// </summary>
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public static RenderTargetDesc Color(uint width, uint height,
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TextureFormat format, TextureDimension dimension = TextureDimension.Texture2D,
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RenderTargetCreationFlags creationFlags = RenderTargetCreationFlags.AllowUAV | RenderTargetCreationFlags.DynamicallyScalable | RenderTargetCreationFlags.GenerateMips,
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uint mipLevels = 0u, uint sampleCount = 1)
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{
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return new RenderTargetDesc
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{
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Width = width,
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Height = height,
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Type = RenderTargetType.Color,
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Format = format,
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Dimension = dimension,
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CreationFlags = creationFlags,
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MipLevels = mipLevels,
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SampleCount = sampleCount
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};
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}
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/// <summary>
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/// Creates a depth render target
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/// </summary>
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public static RenderTargetDesc Depth(uint width, uint height,
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TextureFormat format = TextureFormat.D24_UNorm_S8_UInt, TextureDimension dimension = TextureDimension.Texture2D,
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RenderTargetCreationFlags creationFlags = RenderTargetCreationFlags.AllowUAV | RenderTargetCreationFlags.DynamicallyScalable,
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uint mipLevels = 0u, uint sampleCount = 1)
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{
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return new RenderTargetDesc
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{
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Width = width,
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Height = height,
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Type = RenderTargetType.Depth,
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Format = format,
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Dimension = dimension,
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CreationFlags = creationFlags,
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MipLevels = mipLevels,
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SampleCount = sampleCount
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};
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}
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}
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/// <summary>
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/// Texture description
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/// </summary>
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public struct TextureDesc
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{
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/// <summary>
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/// Width of the texture
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/// </summary>
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public uint Width;
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/// <summary>
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/// Height of the texture
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/// </summary>
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public uint Height;
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/// <summary>
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/// Texture format
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/// </summary>
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public TextureFormat Format;
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/// <summary>
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/// Texture dimension
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/// </summary>
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public TextureDimension Dimension;
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/// <summary>
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/// Number of mip levels. 0 to generate full mip chain
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/// </summary>
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public uint MipLevels;
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/// <summary>
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/// Texture usage flags
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/// </summary>
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public TextureUsage Usage;
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public TextureDesc(uint width, uint height, TextureFormat format, TextureDimension dimension = TextureDimension.Texture2D, uint mipLevels = 0u, TextureUsage usage = TextureUsage.ShaderResource)
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{
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Width = width;
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Height = height;
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Format = format;
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Dimension = dimension;
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MipLevels = mipLevels;
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Usage = usage;
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}
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}
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/// <summary>
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/// Buffer description
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/// </summary>
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public struct BufferDesc
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{
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/// <summary>
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/// Size of the buffer in bytes
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/// </summary>
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public ulong Size;
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/// <summary>
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/// Buffer usage flags
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/// </summary>
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public BufferUsage Usage;
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/// <summary>
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/// Memory type for the buffer
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/// </summary>
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public MemoryType MemoryType;
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public BufferDesc(ulong size, BufferUsage usage, MemoryType memoryType = MemoryType.Default)
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{
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Size = size;
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Usage = usage;
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MemoryType = memoryType;
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}
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}
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/// <summary>
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/// Texture usage flags
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/// </summary>
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[Flags]
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public enum TextureUsage
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{
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None = 0,
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ShaderResource = 1 << 0,
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RenderTarget = 1 << 1,
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DepthStencil = 1 << 2,
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UnorderedAccess = 1 << 3
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}
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/// <summary>
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/// Dimensions of the texture
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/// </summary>
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public enum TextureDimension
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{
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Unknown = -1,
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None = 0,
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Texture2D = 1,
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Texture3D = 2,
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TextureCube = 3,
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Texture2DArray = 4,
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TextureCubeArray = 5
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}
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/// <summary>
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/// Render target creation flags
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/// </summary>
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[Flags]
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public enum RenderTargetCreationFlags
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{
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None = 0,
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AllowUAV = 1 << 0,
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AllowMSAA = 1 << 1,
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DynamicallyScalable = 1 << 2,
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GenerateMips = 1 << 3
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}
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/// <summary>
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/// Memory types for resources
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/// </summary>
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public enum MemoryType
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{
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Default, // GPU memory
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Upload, // CPU-to-GPU memory
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Readback // GPU-to-CPU memory
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}
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