289 lines
8.6 KiB
C#
289 lines
8.6 KiB
C#
using Ghost.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.Mathematics;
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using Ghost.Graphics.Core;
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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 unsafe class D3D12Renderer : IRenderer
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{
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private struct FrameResource : IDisposable
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{
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public ICommandBuffer commandBuffer;
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public ulong fenceValue;
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public FrameResource(IGraphicsEngine graphicsEngine)
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{
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commandBuffer = graphicsEngine.CreateCommandBuffer();
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fenceValue = 0;
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}
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public readonly void Dispose()
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{
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commandBuffer?.Dispose();
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}
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}
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private readonly ICommandQueue _commandQueue;
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private readonly FrameResource[] _frameResources;
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private uint _frameIndex;
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private readonly IResourceAllocator _resourceAllocator;
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private readonly D3D12ResourceDatabase _resourceDatabase;
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private Handle<Texture> _customRenderTarget; // User-provided render target
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private Handle<Texture> _offScreenRenderTarget; // Off-screen target for swap chain
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private ISwapChain? _swapChain;
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private readonly Lock _lock = new();
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private uint2 _currentSize;
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private uint _pendingWidth;
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private uint _pendingHeight;
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private bool _resizeRequested;
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private bool _disposed;
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public uint2 Size => _currentSize;
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// TODO: Add render passes support
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// private ImmutableArray<IRenderPass> _renderPasses;
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public D3D12Renderer(IGraphicsEngine graphicsEngine, IResourceAllocator resourceAllocator, D3D12ResourceDatabase resourceDatabase)
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{
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_commandQueue = graphicsEngine.Device.GraphicsQueue;
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_resourceAllocator = resourceAllocator;
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_resourceDatabase = resourceDatabase;
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// Create frame resources for double buffering
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_frameResources = new FrameResource[D3D12PipelineResource.BACK_BUFFER_COUNT];
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for (var i = 0; i < _frameResources.Length; i++)
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{
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_frameResources[i] = new FrameResource(graphicsEngine);
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}
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_customRenderTarget = Handle<Texture>.Invalid;
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_offScreenRenderTarget = Handle<Texture>.Invalid;
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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 void SetRenderTarget(Handle<Texture> renderTarget)
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{
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_customRenderTarget = renderTarget;
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_swapChain = null;
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// Clean up off-screen target when switching to render target mode
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_resourceDatabase.ReleaseResource(_offScreenRenderTarget.AsResource());
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_offScreenRenderTarget = Handle<Texture>.Invalid;
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}
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public void SetSwapChain(ISwapChain? swapChain)
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{
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_swapChain = swapChain;
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_customRenderTarget = Handle<Texture>.Invalid;
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if (_swapChain != null)
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{
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CreateOrUpdateOffScreenRenderTarget(_swapChain.Width, _swapChain.Height);
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}
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else
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{
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_resourceDatabase.ReleaseResource(_offScreenRenderTarget.AsResource());
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_offScreenRenderTarget = Handle<Texture>.Invalid;
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}
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}
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public void RequestResize(uint width, uint height)
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{
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lock (_lock)
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{
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if (_pendingWidth == width && _pendingHeight == height)
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return;
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_resizeRequested = true;
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_pendingWidth = width;
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_pendingHeight = height;
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}
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}
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public void ExecutePendingResize()
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{
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if (!_resizeRequested)
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{
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return;
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}
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uint newWidth, newHeight;
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lock (_lock)
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{
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newWidth = _pendingWidth;
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newHeight = _pendingHeight;
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_resizeRequested = false;
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}
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// Wait for GPU to complete
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WaitIdle();
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// Resize swap chain if present
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_swapChain?.Resize(newWidth, newHeight);
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_currentSize = new uint2(newWidth, newHeight);
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// Update off-screen render target size
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if (_swapChain != null)
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{
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CreateOrUpdateOffScreenRenderTarget(newWidth, newHeight);
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}
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}
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public void Render()
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{
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ExecutePendingResize();
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var frameIndex = _frameIndex % (uint)_frameResources.Length;
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ref var frame = ref _frameResources[frameIndex];
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if (frame.fenceValue > 0)
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{
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_commandQueue.WaitForValue(frame.fenceValue);
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}
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frame.commandBuffer.Begin();
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if (_customRenderTarget.IsValid)
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{
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// Render target mode: render directly to custom target
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RenderScene(_customRenderTarget, frame.commandBuffer);
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}
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else if (_swapChain != null && _offScreenRenderTarget.IsValid)
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{
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// Swap chain mode: render to off-screen, then blit to back buffer
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var backBufferRT = _swapChain.GetCurrentBackBuffer();
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// For testing, we render directly to the back buffer
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RenderScene(backBufferRT, frame.commandBuffer);
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//BlitToDestination(_offScreenRenderTarget, backBufferRT, frame.CommandBuffer);
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}
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frame.commandBuffer.End();
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_commandQueue.Submit(frame.commandBuffer);
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_swapChain?.Present();
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frame.fenceValue = _commandQueue.Signal(_frameIndex);
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_frameIndex++;
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}
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private void RenderScene(Handle<Texture> target, ICommandBuffer cmd)
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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 = stackalloc PassRenderTargetDesc[1];
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rtDesc[0] = new PassRenderTargetDesc
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{
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texture = target,
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clearColor = clearColor,
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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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};
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cmd.BeginRenderPass(rtDesc, depthDesc, false);
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var viewport = new ViewportDesc { width = _currentSize.x, height = _currentSize.y, minDepth = 0, maxDepth = 1 };
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var scissor = new RectDesc { right = _currentSize.x, bottom = _currentSize.y };
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cmd.SetViewport(viewport);
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cmd.SetScissorRect(scissor);
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// TODO: Execute render passes
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// foreach (var pass in _renderPasses)
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// {
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// pass.Execute(cmd);
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// }
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cmd.EndRenderPass();
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}
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private void BlitToDestination(Handle<Texture> source, Handle<Texture> destination, ICommandBuffer cmd)
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{
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// Handle swap chain back buffer transitions if needed
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if (_swapChain != null)
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{
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// Transition back buffer to render target
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cmd.ResourceBarrier(destination.AsResource(), ResourceState.Present, ResourceState.RenderTarget);
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}
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// For now, we'll do a simple copy operation
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// In a real implementation, you would use a blit shader for post-processing
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// FIX: Implement proper blit operation with shader
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// This is a placeholder - in D3D12, you would typically:
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// 1. Set render target to the destination
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// 2. Use a full-screen quad/triangle with a shader that samples from the source
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// 3. Apply post-processing effects (tone mapping, gamma correction, etc.)
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// Handle swap chain back buffer transitions if needed
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if (_swapChain != null)
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{
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// Transition back buffer to present
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cmd.ResourceBarrier(destination.AsResource(), ResourceState.RenderTarget, ResourceState.Present);
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}
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}
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private void CreateOrUpdateOffScreenRenderTarget(uint width, uint height)
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{
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if (_offScreenRenderTarget.IsValid)
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{
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_resourceAllocator.ReleaseResource(_offScreenRenderTarget.AsResource());
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}
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var desc = RenderTargetDesc.Color(width, height, 1, TextureFormat.R8G8B8A8_UNorm);
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_offScreenRenderTarget = _resourceAllocator.CreateRenderTarget(in desc);
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}
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public void WaitIdle()
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{
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// Wait for all frame resources to complete
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foreach (ref var frame in _frameResources.AsSpan())
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{
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if (frame.fenceValue > 0)
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{
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_commandQueue.WaitForValue(frame.fenceValue);
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}
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}
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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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WaitIdle();
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foreach (ref var frame in _frameResources.AsSpan())
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{
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frame.Dispose();
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}
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_resourceDatabase.ReleaseResource(_customRenderTarget.AsResource());
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_resourceDatabase.ReleaseResource(_offScreenRenderTarget.AsResource());
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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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