Files
GhostEngine/Ghost.Graphics/D3D12/D3D12Renderer.cs
Misaki 1c155f962c Render graph: native pass merging & heap-based aliasing
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.
2026-01-16 01:59:33 +09:00

151 lines
3.9 KiB
C#

using Ghost.Core;
using Ghost.Graphics.RHI;
using Ghost.Graphics.Core;
using Ghost.Graphics.RenderPasses;
using Ghost.Graphics.Contracts;
namespace Ghost.Graphics.D3D12;
/// <summary>
/// D3D12 implementation of the renderer interface using RHI abstractions
/// </summary>
internal class D3D12Renderer : IRenderer
{
private readonly D3D12GraphicsEngine _graphicsEngine;
private readonly D3D12ResourceDatabase _resourceDatabase;
private readonly ICommandBuffer _commandBuffer;
private uint _frameIndex;
private bool _disposed;
// NOTE: Testing only.
private readonly MeshRenderPass _pass;
public IRenderOutput? RenderOutput
{
get; set;
}
// TODO: Add render graph support
public D3D12Renderer(D3D12GraphicsEngine graphicsEngine, D3D12ResourceDatabase resourceDatabase)
{
_graphicsEngine = graphicsEngine;
_resourceDatabase = resourceDatabase;
_commandBuffer = _graphicsEngine.CreateCommandBuffer(CommandBufferType.Graphics);
// NOTE: Testing only.
_pass = new();
}
~D3D12Renderer()
{
Dispose();
}
public Result Render(ICommandAllocator commandAllocator)
{
if (RenderOutput is null)
{
return Result.Failure("Render target strategy is not set.");
}
var target = RenderOutput.GetRenderTarget();
if (target.IsInvalid)
{
return Result.Failure("Render target is invalid.");
}
_commandBuffer.Begin(commandAllocator);
RenderOutput.BeginRender(_commandBuffer);
// NOTE: Temperary solution: render directly to the swap chain back buffer if available.
// HACK: This is hard coded for testing purposes only.
var error = RenderScene(target, RenderOutput.Viewport, RenderOutput.Scissor);
if (error != ErrorStatus.None)
{
_commandBuffer.End();
return Result.Failure(error);
}
RenderOutput.EndRender(_commandBuffer);
var r = _commandBuffer.End();
if (r.IsFailure)
{
return r;
}
_graphicsEngine.Device.GraphicsQueue.Submit(_commandBuffer);
RenderOutput.Present();
return Result.Success();
}
// TODO: A proper render graph integration.
private ErrorStatus RenderScene(Handle<Texture> target, ViewportDesc viewport, RectDesc rect)
{
var clearColor = new Color128 { r = 1.0f, g = 0.0f, b = 1.0f, a = 1.0f };
Span<PassRenderTargetDesc> rtDesc =
[
new PassRenderTargetDesc
{
Texture = target,
ClearColor = clearColor,
LoadOp = AttachmentLoadOp.Clear,
StoreOp = AttachmentStoreOp.Store,
},
];
var depthDesc = new PassDepthStencilDesc
{
Texture = Handle<Texture>.Invalid,
ClearDepth = 1.0f,
ClearStencil = 0,
DepthLoadOp = AttachmentLoadOp.Clear,
StencilLoadOp = AttachmentLoadOp.Clear,
DepthStoreOp = AttachmentStoreOp.Store,
StencilStoreOp = AttachmentStoreOp.Store,
};
// NOTE: Testing only.
var ctx = new RenderingContext(_graphicsEngine, _commandBuffer);
if (_frameIndex == 0)
{
_pass.Initialize(ref ctx);
}
_commandBuffer.BeginRenderPass(rtDesc, depthDesc, false);
_commandBuffer.SetViewport(viewport);
_commandBuffer.SetScissorRect(rect);
// NOTE: Testing only.
_pass.Execute(ref ctx);
_commandBuffer.EndRenderPass();
_frameIndex++;
return ErrorStatus.None;
}
public void Dispose()
{
if (_disposed)
{
return;
}
// NOTE: Testing only.
_pass.Cleanup(_resourceDatabase);
_commandBuffer.Dispose();
_disposed = true;
GC.SuppressFinalize(this);
}
}