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CosmicEngine/lib/All/JoltPhysics/TestFramework/Renderer/DX12/RendererDX12.h

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C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2024 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Core/UnorderedMap.h>
#include <Renderer/Renderer.h>
#include <Renderer/DX12/CommandQueueDX12.h>
#include <Renderer/DX12/DescriptorHeapDX12.h>
#include <Renderer/DX12/ConstantBufferDX12.h>
#include <Renderer/DX12/TextureDX12.h>
/// DirectX 12 renderer
class RendererDX12 : public Renderer
{
public:
/// Destructor
virtual ~RendererDX12() override;
// See: Renderer
virtual void Initialize(ApplicationWindow *inWindow) override;
virtual bool BeginFrame(const CameraState &inCamera, float inWorldScale) override;
virtual void EndShadowPass() override;
virtual void EndFrame() override;
virtual void SetProjectionMode() override;
virtual void SetOrthoMode() override;
virtual Ref<Texture> CreateTexture(const Surface *inSurface) override;
virtual Ref<VertexShader> CreateVertexShader(const char *inName) override;
virtual Ref<PixelShader> CreatePixelShader(const char *inName) override;
virtual unique_ptr<PipelineState> CreatePipelineState(const VertexShader *inVertexShader, const PipelineState::EInputDescription *inInputDescription, uint inInputDescriptionCount, const PixelShader *inPixelShader, PipelineState::EDrawPass inDrawPass, PipelineState::EFillMode inFillMode, PipelineState::ETopology inTopology, PipelineState::EDepthTest inDepthTest, PipelineState::EBlendMode inBlendMode, PipelineState::ECullMode inCullMode) override;
virtual RenderPrimitive * CreateRenderPrimitive(PipelineState::ETopology inType) override;
virtual RenderInstances * CreateRenderInstances() override;
virtual Texture * GetShadowMap() const override { return mShadowMap.GetPtr(); }
virtual void OnWindowResize() override;
/// Create a constant buffer
unique_ptr<ConstantBufferDX12> CreateConstantBuffer(uint inBufferSize);
/// Create a buffer on the default heap (usable for permanent buffers)
ComPtr<ID3D12Resource> CreateD3DResourceOnDefaultHeap(const void *inData, uint64 inSize);
/// Create buffer on the upload heap (usable for temporary buffers).
ComPtr<ID3D12Resource> CreateD3DResourceOnUploadHeap(uint64 inSize);
/// Recycle a buffer on the upload heap. This puts it back in a cache and will reuse it when it is certain the GPU is no longer referencing it.
void RecycleD3DResourceOnUploadHeap(ID3D12Resource *inResource, uint64 inSize);
/// Keeps a reference to the resource until the current frame has finished
void RecycleD3DObject(ID3D12Object *inResource);
/// Access to the most important DirectX structures
ID3D12Device * GetDevice() { return mDevice.Get(); }
ID3D12RootSignature * GetRootSignature() { return mRootSignature.Get(); }
ID3D12GraphicsCommandList * GetCommandList() { JPH_ASSERT(mInFrame); return mCommandList.Get(); }
CommandQueueDX12 & GetUploadQueue() { return mUploadQueue; }
DescriptorHeapDX12 & GetDSVHeap() { return mDSVHeap; }
DescriptorHeapDX12 & GetSRVHeap() { return mSRVHeap; }
private:
// Wait for pending GPU work to complete
void WaitForGpu();
// Create render targets and their views
void CreateRenderTargets();
// Create a depth buffer for the back buffer
void CreateDepthBuffer();
// Function to create a ID3D12Resource on specified heap with specified state
ComPtr<ID3D12Resource> CreateD3DResource(D3D12_HEAP_TYPE inHeapType, D3D12_RESOURCE_STATES inResourceState, uint64 inSize);
// Copy CPU memory into a ID3D12Resource
void CopyD3DResource(ID3D12Resource *inDest, const void *inSrc, uint64 inSize);
// Copy a CPU resource to a GPU resource
void CopyD3DResource(ID3D12Resource *inDest, ID3D12Resource *inSrc, uint64 inSize);
// DirectX interfaces
ComPtr<IDXGIFactory4> mDXGIFactory;
ComPtr<ID3D12Device> mDevice;
DescriptorHeapDX12 mRTVHeap; ///< Render target view heap
DescriptorHeapDX12 mDSVHeap; ///< Depth stencil view heap
DescriptorHeapDX12 mSRVHeap; ///< Shader resource view heap
ComPtr<IDXGISwapChain3> mSwapChain;
ComPtr<ID3D12Resource> mRenderTargets[cFrameCount]; ///< Two render targets (we're double buffering in order for the CPU to continue while the GPU is rendering)
D3D12_CPU_DESCRIPTOR_HANDLE mRenderTargetViews[cFrameCount]; ///< The two render views corresponding to the render targets
ComPtr<ID3D12Resource> mDepthStencilBuffer; ///< The main depth buffer
D3D12_CPU_DESCRIPTOR_HANDLE mDepthStencilView { 0 }; ///< A view for binding the depth buffer
ComPtr<ID3D12CommandAllocator> mCommandAllocators[cFrameCount]; ///< Two command allocator lists (one per frame)
ComPtr<ID3D12CommandQueue> mCommandQueue; ///< The command queue that will execute commands (there's only 1 since we want to finish rendering 1 frame before moving onto the next)
ComPtr<ID3D12GraphicsCommandList> mCommandList; ///< The command list
ComPtr<ID3D12RootSignature> mRootSignature; ///< The root signature, we have a simple application so we only need 1, which is suitable for all our shaders
Ref<TextureDX12> mShadowMap; ///< Used to render shadow maps
CommandQueueDX12 mUploadQueue; ///< Queue used to upload resources to GPU memory
unique_ptr<ConstantBufferDX12> mVertexShaderConstantBufferProjection[cFrameCount];
unique_ptr<ConstantBufferDX12> mVertexShaderConstantBufferOrtho[cFrameCount];
unique_ptr<ConstantBufferDX12> mPixelShaderConstantBuffer[cFrameCount];
// Synchronization objects used to finish rendering and swapping before reusing a command queue
HANDLE mFenceEvent; ///< Fence event to wait for the previous frame rendering to complete (in order to free 1 of the buffers)
ComPtr<ID3D12Fence> mFence; ///< Fence object, used to signal the end of a frame
UINT64 mFenceValues[cFrameCount] = {}; ///< Values that were used to signal completion of one of the two frames
using ResourceCache = UnorderedMap<uint64, Array<ComPtr<ID3D12Resource>>>;
ResourceCache mResourceCache; ///< Cache items ready to be reused
ResourceCache mDelayCached[cFrameCount]; ///< List of reusable ID3D12Resources that are potentially referenced by the GPU so can be used only when the GPU finishes
Array<ComPtr<ID3D12Object>> mDelayReleased[cFrameCount]; ///< Objects that are potentially referenced by the GPU so can only be freed when the GPU finishes
bool mIsExiting = false; ///< When exiting we don't want to add references too buffers
};