Major architecture upgrade: - Add native render pass merging (hardware pass grouping, load/store op inference) - Implement heap-based aliasing for textures & buffers (D3D12-style) - Unify resource model: buffers and textures in one registry - Extend builder API for buffer creation/usage, access flags, hints - Improve barrier/state tracking (buffer hints, indirect argument state) - Update caching, hashing, and debug output for new model - Add enums/structs: AttachmentLoadOp, StoreOp, BufferHint, etc. - D3D12 backend: support named resources, temp upload buffers, correct heap usage - Update docs, benchmarks, and project files for new features Brings render graph closer to AAA engine standards, enabling efficient memory usage, lower driver overhead, and a more flexible API.
151 lines
3.9 KiB
C#
151 lines
3.9 KiB
C#
using Ghost.Core;
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using Ghost.Graphics.RHI;
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using Ghost.Graphics.Core;
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using Ghost.Graphics.RenderPasses;
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using Ghost.Graphics.Contracts;
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namespace Ghost.Graphics.D3D12;
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/// <summary>
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/// D3D12 implementation of the renderer interface using RHI abstractions
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/// </summary>
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internal class D3D12Renderer : IRenderer
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{
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private readonly D3D12GraphicsEngine _graphicsEngine;
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private readonly D3D12ResourceDatabase _resourceDatabase;
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private readonly ICommandBuffer _commandBuffer;
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private uint _frameIndex;
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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 IRenderOutput? RenderOutput
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{
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get; set;
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}
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// TODO: Add render graph support
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public D3D12Renderer(D3D12GraphicsEngine graphicsEngine, D3D12ResourceDatabase resourceDatabase)
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{
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_graphicsEngine = graphicsEngine;
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_resourceDatabase = resourceDatabase;
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_commandBuffer = _graphicsEngine.CreateCommandBuffer(CommandBufferType.Graphics);
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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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{
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Dispose();
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}
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public Result Render(ICommandAllocator commandAllocator)
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{
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if (RenderOutput is null)
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{
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return Result.Failure("Render target strategy is not set.");
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}
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var target = RenderOutput.GetRenderTarget();
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if (target.IsInvalid)
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{
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return Result.Failure("Render target is invalid.");
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}
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_commandBuffer.Begin(commandAllocator);
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RenderOutput.BeginRender(_commandBuffer);
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// NOTE: Temperary solution: render directly to the swap chain back buffer if available.
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// HACK: This is hard coded for testing purposes only.
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var error = RenderScene(target, RenderOutput.Viewport, RenderOutput.Scissor);
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if (error != ErrorStatus.None)
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{
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_commandBuffer.End();
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return Result.Failure(error);
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}
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RenderOutput.EndRender(_commandBuffer);
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var r = _commandBuffer.End();
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if (r.IsFailure)
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{
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return r;
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}
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_graphicsEngine.Device.GraphicsQueue.Submit(_commandBuffer);
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RenderOutput.Present();
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return Result.Success();
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}
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// TODO: A proper render graph integration.
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private ErrorStatus RenderScene(Handle<Texture> target, ViewportDesc viewport, RectDesc rect)
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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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Span<PassRenderTargetDesc> rtDesc =
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[
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new PassRenderTargetDesc
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{
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Texture = target,
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ClearColor = clearColor,
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LoadOp = AttachmentLoadOp.Clear,
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StoreOp = AttachmentStoreOp.Store,
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},
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];
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var depthDesc = new PassDepthStencilDesc
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{
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Texture = Handle<Texture>.Invalid,
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ClearDepth = 1.0f,
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ClearStencil = 0,
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DepthLoadOp = AttachmentLoadOp.Clear,
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StencilLoadOp = AttachmentLoadOp.Clear,
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DepthStoreOp = AttachmentStoreOp.Store,
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StencilStoreOp = AttachmentStoreOp.Store,
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};
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// NOTE: Testing only.
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var ctx = new RenderingContext(_graphicsEngine, _commandBuffer);
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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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_commandBuffer.BeginRenderPass(rtDesc, depthDesc, false);
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_commandBuffer.SetViewport(viewport);
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_commandBuffer.SetScissorRect(rect);
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// NOTE: Testing only.
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_pass.Execute(ref ctx);
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_commandBuffer.EndRenderPass();
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_frameIndex++;
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return ErrorStatus.None;
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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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// NOTE: Testing only.
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_pass.Cleanup(_resourceDatabase);
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_commandBuffer.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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