- Added `<IsTrimmable>` property in project files for trimming. - Replaced bindless texture types with non-bindless equivalents. - Refactored `ShaderDescriptor` and `ShaderPass` for better modularity. - Introduced `ShaderDescriptorExtensions` for property size calculations. - Simplified constant buffer handling in `Material.cs`. - Improved resource management in `D3D12` components. - Added support for static meshes and optimized resource barriers. - Refactored shader code generation and property merging in `SDLCompiler`. - Removed unused or redundant code (e.g., `IncludesBlock` parser). - Updated comments, documentation, and error handling for clarity.
319 lines
9.0 KiB
C#
319 lines
9.0 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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using Ghost.Graphics.RenderPasses;
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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 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(D3D12GraphicsEngine graphicsEngine, int index)
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{
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commandBuffer = graphicsEngine.CreateCommandBuffer();
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commandBuffer.Name = $"Frame Command Buffer {index}";
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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 D3D12GraphicsEngine _graphicsEngine;
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private readonly FrameResource[] _frameResources;
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private uint _frameIndex;
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private readonly D3D12ResourceAllocator _resourceAllocator;
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private readonly D3D12ResourceDatabase _resourceDatabase;
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private Handle<Texture> _renderTarget;
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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 uint2 _pendingSize;
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private bool _resizeRequested;
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private bool _disposed;
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// NOTE: Testing only.
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private readonly MeshRenderPass _pass;
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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(D3D12GraphicsEngine graphicsEngine, D3D12ResourceAllocator resourceAllocator, D3D12ResourceDatabase resourceDatabase)
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{
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_graphicsEngine = graphicsEngine;
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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, i);
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}
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_renderTarget = Handle<Texture>.Invalid;
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// NOTE: Testing only.
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_pass = new();
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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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private void CreateOffScreenRenderTarget(uint width, uint height)
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{
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var desc = RenderTargetDesc.Color(width, height, 1, TextureFormat.R8G8B8A8_UNorm);
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_renderTarget = _resourceAllocator.CreateRenderTarget(in desc);
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}
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public void SetRenderTarget(Handle<Texture> renderTarget)
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{
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_swapChain = null;
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_resourceDatabase.ReleaseResource(_renderTarget.AsResource());
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_renderTarget = renderTarget;
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}
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public void SetSwapChain(ISwapChain? swapChain)
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{
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if (_swapChain != null)
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{
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_resourceDatabase.ReleaseResource(_renderTarget.AsResource());
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}
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if (swapChain != null)
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{
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CreateOffScreenRenderTarget(swapChain.Width, swapChain.Height);
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}
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var newSize = swapChain != null ? new uint2(swapChain.Width, swapChain.Height) : _currentSize;
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if (!math.all(newSize == _currentSize))
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{
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RequestResize(newSize);
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}
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_swapChain = swapChain;
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}
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public void RequestResize(uint2 newSize )
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{
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lock (_lock)
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{
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if (math.all(_pendingSize == newSize))
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{
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return;
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}
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_resizeRequested = true;
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_pendingSize = newSize;
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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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uint2 newSize;
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lock (_lock)
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{
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newSize = _pendingSize;
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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(newSize.x, newSize.y);
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_currentSize = newSize;
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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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_resourceDatabase.ReleaseResource(_renderTarget.AsResource());
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CreateOffScreenRenderTarget(newSize.x, newSize.y);
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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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_graphicsEngine.Device.GraphicsQueue.WaitForValue(frame.fenceValue);
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}
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if (_renderTarget.IsValid)
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{
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frame.commandBuffer.Begin();
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// NOTE: Temperary solution: render directly to the swap chain back buffer if available.
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// HACK: This is hard coded for testing purposes only.
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var rt = _swapChain?.GetCurrentBackBuffer() ?? _renderTarget;
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if(_swapChain != null)
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{
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frame.commandBuffer.ResourceBarrier(rt.AsResource(), ResourceState.Present, ResourceState.RenderTarget);
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}
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RenderScene(rt, frame.commandBuffer);
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if (_swapChain != null)
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{
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frame.commandBuffer.ResourceBarrier(rt.AsResource(), ResourceState.RenderTarget, ResourceState.Present);
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}
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// if (_swapChain != null)
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// {
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// var backBufferRT = _swapChain.GetCurrentBackBuffer();
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// BlitToDestination(_renderTarget, backBufferRT, frame.commandBuffer);
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// }
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frame.commandBuffer.End();
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_graphicsEngine.Device.GraphicsQueue.Submit(frame.commandBuffer);
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_swapChain?.Present();
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}
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frame.fenceValue = _graphicsEngine.Device.GraphicsQueue.Signal(_frameIndex);
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_frameIndex++;
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}
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// TODO: A proper render graph integration.
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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 =
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[
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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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];
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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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// NOTE: Testing only.
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var ctx = new RenderingContext(_graphicsEngine, cmd, _graphicsEngine.CopyCommandBuffer, null!);
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if (_frameIndex == 0)
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{
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_pass.Initialize(ref ctx);
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}
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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.BeginRenderPass(rtDesc, depthDesc, false);
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cmd.SetViewport(viewport);
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cmd.SetScissorRect(scissor);
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// NOTE: Testing only.
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_pass.Execute(ref ctx);
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cmd.EndRenderPass();
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}
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private void BlitToSwapChain(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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// 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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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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_graphicsEngine.Device.GraphicsQueue.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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// NOTE: Testing only.
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_pass.Cleanup(_resourceDatabase);
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// If using a swap chain, release the off-screen render Target.
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// Otherwise, the render Target is managed externally.
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if (_swapChain != null)
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{
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_resourceDatabase.ReleaseResource(_renderTarget.AsResource());
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}
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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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_disposed = true;
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GC.SuppressFinalize(this);
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}
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}
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