Files
GhostEngine/Ghost.Graphics/RenderSystem.cs
Misaki 676f8bb74c Add render graph proof of concept and refactor graphics
Implemented a transient render graph system as a proof of concept, including resource aliasing, pass culling, and typed pass data. Added new project `Ghost.RenderGraph.Concept` targeting `.NET 10.0`.

Refactored graphics-related components:
- Simplified resource state transitions in `RenderingContext`.
- Improved resize handling in `GraphicsTestWindow`.
- Updated `D3D12GraphicsEngine` to streamline frame rendering.
- Enhanced `D3D12ResourceDatabase` and `D3D12SwapChain` for better resource management.

Added detailed documentation:
- `ALIASING.md` explains resource aliasing techniques.
- `API_DESIGN.md` outlines the render graph API design.

Updated solution to include the new render graph project.
2025-12-01 22:31:17 +09:00

252 lines
5.7 KiB
C#

using Ghost.Graphics.D3D12;
using Ghost.Graphics.RHI;
namespace Ghost.Graphics;
public enum GraphicsAPI
{
Direct3D12
}
public struct RenderingConfig
{
public GraphicsAPI GraphicsAPI
{
get; set;
}
public uint FrameBufferCount
{
get; set;
}
}
public interface IFenceSynchronizer
{
uint CPUFenceValue
{
get;
}
uint GPUFenceValue
{
get;
}
uint FrameIndex
{
get;
}
uint MaxFrameLatency
{
get;
}
bool WaitForGPUReady(int timeOut = -1);
void SignalCPUReady();
}
public interface IRenderSystem : IFenceSynchronizer, IDisposable
{
IGraphicsEngine GraphicsEngine
{
get;
}
bool IsRunning
{
get;
}
void Start();
void Stop();
}
/// <summary>
/// Application-level render system that orchestrates multiple renderers
/// and handles frame synchronization
/// </summary>
internal class RenderSystem : IRenderSystem
{
private struct FrameResource : IDisposable
{
public readonly AutoResetEvent cpuReadyEvent;
public readonly AutoResetEvent gpuReadyEvent;
public FrameResource(ICommandBuffer cmd)
{
cpuReadyEvent = new AutoResetEvent(false);
gpuReadyEvent = new AutoResetEvent(true);
}
public readonly void Dispose()
{
cpuReadyEvent.Dispose();
gpuReadyEvent.Dispose();
}
}
private readonly RenderingConfig _config;
private readonly IGraphicsEngine _graphicsEngine;
private readonly FrameResource[] _frameResources;
private readonly Thread _renderThread;
private readonly AutoResetEvent _shutdownEvent;
private uint _frameIndex;
private uint _cpuFenceValue;
private uint _gpuFenceValue;
private bool _isRunning;
private bool _disposed;
public IGraphicsEngine GraphicsEngine => _graphicsEngine;
public bool IsRunning => _isRunning;
public uint CPUFenceValue => _cpuFenceValue;
public uint GPUFenceValue => _gpuFenceValue;
public uint FrameIndex => _frameIndex;
public uint MaxFrameLatency => _config.FrameBufferCount;
public RenderSystem(RenderingConfig config)
{
_config = config;
_graphicsEngine = config.GraphicsAPI switch
{
GraphicsAPI.Direct3D12 => new D3D12.D3D12GraphicsEngine(this),
_ => throw new NotSupportedException($"Graphics API {config.GraphicsAPI} is not supported.")
};
_shutdownEvent = new AutoResetEvent(false);
// Create frame resources for synchronization
_frameResources = new FrameResource[config.FrameBufferCount];
for (var i = 0; i < config.FrameBufferCount; i++)
{
_frameResources[i] = new FrameResource();
}
_renderThread = new Thread(RenderLoop)
{
IsBackground = true,
Name = "Graphics Render Thread",
Priority = ThreadPriority.Normal
};
_isRunning = false;
_disposed = false;
}
~RenderSystem()
{
Dispose();
}
public void Start()
{
ObjectDisposedException.ThrowIf(_disposed, this);
if (_isRunning)
{
return;
}
_isRunning = true;
_renderThread.Start();
}
public void Stop()
{
ObjectDisposedException.ThrowIf(_disposed, this);
if (!_isRunning)
{
return;
}
_isRunning = false;
_shutdownEvent.Set();
_renderThread.Join();
}
public bool WaitForGPUReady(int timeOut = -1)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var eventIndex = (int)(_cpuFenceValue % _config.FrameBufferCount);
return _frameResources[eventIndex].gpuReadyEvent.WaitOne(timeOut);
}
public void SignalCPUReady()
{
ObjectDisposedException.ThrowIf(_disposed, this);
var eventIndex = (int)(_cpuFenceValue % _config.FrameBufferCount);
_frameResources[eventIndex].cpuReadyEvent.Set();
_cpuFenceValue++;
}
private void RenderLoop()
{
var waitHandles = new WaitHandle[] { null!, _shutdownEvent };
while (_isRunning)
{
_frameIndex = _gpuFenceValue % _config.FrameBufferCount;
var frameResource = _frameResources[_frameIndex];
// Wait for either CPU ready signal or shutdown signal
waitHandles[0] = frameResource.cpuReadyEvent;
var waitResult = WaitHandle.WaitAny(waitHandles);
// If shutdown was signaled or timeout occurred, exit the loop
if (!_isRunning || waitResult == 1 || waitResult == WaitHandle.WaitTimeout)
{
break;
}
// Only proceed if CPU ready event was signaled
if (waitResult == 0)
{
_graphicsEngine.RenderFrame();
// if (result.IsFailure)
// {
// // Terminate the render loop on failure
// _isRunning = false;
//#if DEBUG
// throw new InvalidOperationException($"RenderFrame failed: {result.Message}");
//#else
// Logger.LogError($"RenderFrame failed: {result.Message}");
// break;
//#endif
// }
_gpuFenceValue++;
frameResource.gpuReadyEvent.Set();
}
}
}
public void Dispose()
{
if (_disposed)
{
return;
}
Stop();
foreach (var frameResource in _frameResources)
{
frameResource.Dispose();
}
_graphicsEngine.Dispose();
_shutdownEvent.Dispose();
_disposed = true;
GC.SuppressFinalize(this);
}
}