Major refactor of graphics infrastructure: - Introduce ICommandAllocator and D3D12CommandAllocator for explicit command buffer management. - Change ICommandBuffer.Begin to require an allocator. - Add IRenderTargetStrategy abstraction with swap chain and texture implementations. - Update IRenderer to use RenderTargetStrategy instead of direct handle. - Add DPI scaling support to swap chains (ScaleX/ScaleY, SetScale). - RenderSystem now supports thread-safe swap chain resize requests. - Remove persistent copy command buffer; use per-frame allocators. - Make Logger public/static and clean up API visibility. - Update .editorconfig and debug layer enablement. These changes improve modularity, DPI-awareness, and future extensibility.
156 lines
4.1 KiB
C#
156 lines
4.1 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 IRenderTargetStrategy? RenderTargetStrategy
|
|
{
|
|
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 (RenderTargetStrategy is null)
|
|
{
|
|
return Result.Failure("Render target strategy is not set.");
|
|
}
|
|
|
|
var target = RenderTargetStrategy.GetRenderTarget();
|
|
if (target.IsNotValid)
|
|
{
|
|
return Result.Failure("Render target is invalid.");
|
|
}
|
|
|
|
_commandBuffer.Begin(commandAllocator);
|
|
RenderTargetStrategy.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);
|
|
if (error != ErrorStatus.None)
|
|
{
|
|
_commandBuffer.End();
|
|
return Result.Failure(error);
|
|
}
|
|
|
|
RenderTargetStrategy.EndRender(_commandBuffer);
|
|
var r = _commandBuffer.End();
|
|
if (r.IsFailure)
|
|
{
|
|
return r;
|
|
}
|
|
|
|
_graphicsEngine.Device.GraphicsQueue.Submit(_commandBuffer);
|
|
RenderTargetStrategy.Present();
|
|
|
|
return Result.Success();
|
|
}
|
|
|
|
// TODO: A proper render graph integration.
|
|
private ErrorStatus RenderScene(Handle<Texture> target)
|
|
{
|
|
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,
|
|
},
|
|
];
|
|
|
|
var depthDesc = new PassDepthStencilDesc
|
|
{
|
|
Texture = Handle<Texture>.Invalid,
|
|
ClearDepth = 1.0f,
|
|
ClearStencil = 0,
|
|
};
|
|
|
|
// NOTE: Testing only.
|
|
var ctx = new RenderingContext(_graphicsEngine, _commandBuffer);
|
|
if (_frameIndex == 0)
|
|
{
|
|
_pass.Initialize(ref ctx);
|
|
}
|
|
|
|
var result = _resourceDatabase.GetResourceDescription(target.AsResource());
|
|
if (result.IsFailure)
|
|
{
|
|
return result.Error;
|
|
}
|
|
|
|
// TODO: Decouple viewport and scissor from the texture size.
|
|
var texDesc = result.Value.TextureDescription;
|
|
var viewport = new ViewportDesc { Width = texDesc.Width, Height = texDesc.Height, MinDepth = 0, MaxDepth = 1 };
|
|
var scissor = new RectDesc { Right = texDesc.Width, Bottom = texDesc.Height };
|
|
|
|
_commandBuffer.BeginRenderPass(rtDesc, depthDesc, false);
|
|
_commandBuffer.SetViewport(viewport);
|
|
_commandBuffer.SetScissorRect(scissor);
|
|
|
|
// 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);
|
|
}
|
|
}
|