Files
GhostEngine/Ghost.Graphics/RenderSystem.cs
Misaki 6f786a0698 Refactor namespaces and improve resource handling
- Updated namespaces from `Ghost.UnitTest` to `Ghost.Graphics.Test` across multiple files.
- Refactored `GraphicsTestWindow` to use a new `RenderSystem` configuration.
- Removed deprecated `Logger` and `SerializationTest` classes.
- Improved memory management in D3D12 components, including resource allocation and cleanup.
- Added `[SupportedOSPlatform]` attributes to specify Windows version compatibility.
- Updated `.editorconfig` settings and project references for consistency.
- Enabled `nativeDebugging` in `launchSettings.json`.
2025-11-11 21:30:47 +09:00

249 lines
5.4 KiB
C#

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
{
public uint CPUFenceValue
{
get;
}
public uint GPUFenceValue
{
get;
}
public uint FrameIndex
{
get;
}
public uint MaxFrameLatency
{
get;
}
public bool WaitForGPUReady(int timeOut = -1);
public void SignalCPUReady();
}
public interface IRenderSystem : IFenceSynchronizer, IDisposable
{
RenderingConfig Config
{
get;
}
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 readonly struct FrameResource : IDisposable
{
public readonly AutoResetEvent cpuReadyEvent;
public readonly AutoResetEvent gpuReadyEvent;
public FrameResource()
{
cpuReadyEvent = new(false);
gpuReadyEvent = new(true);
}
public 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 RenderingConfig Config => _config;
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(false);
// Create frame resources for synchronization
_frameResources = new FrameResource[config.FrameBufferCount];
for (var i = 0; i < config.FrameBufferCount; i++)
{
_frameResources[i] = new();
}
_renderThread = new(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();
if (_renderThread.IsAlive)
{
_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.BeginFrame();
_graphicsEngine.RenderFrame();
_graphicsEngine.EndFrame();
_gpuFenceValue++;
frameResource.gpuReadyEvent.Set();
}
}
}
public void Dispose()
{
if (_disposed)
{
return;
}
Stop();
foreach (var frameResource in _frameResources)
{
frameResource.Dispose();
}
_shutdownEvent.Dispose();
_disposed = true;
}
}