verus/RendererDirect3D12/src/CGI/RendererD3D12.h

113 lines
4.9 KiB
C++

#pragma once
namespace verus
{
namespace CGI
{
typedef Store<CommandBufferD3D12> TStoreCommandBuffers;
typedef Store<GeometryD3D12> TStoreGeometry;
typedef Store<PipelineD3D12> TStorePipelines;
typedef Store<ShaderD3D12> TStoreShaders;
typedef Store<TextureD3D12> TStoreTextures;
class RendererD3D12 : public Singleton<RendererD3D12>, public BaseRenderer,
private TStoreCommandBuffers, private TStoreGeometry, private TStorePipelines, private TStoreShaders, private TStoreTextures
{
typedef Map<std::thread::id, ComPtr<ID3D12CommandAllocator>> TMapCommandAllocators;
ComPtr<ID3D12Device3> _pDevice;
ComPtr<ID3D12CommandQueue> _pCommandQueue;
D3D12MA::Allocator* _pMaAllocator = nullptr;
ComPtr<IDXGISwapChain4> _pSwapChain;
Vector<ComPtr<ID3D12Resource>> _vSwapChainBuffers;
DescriptorHeap _dhSwapChainBuffersRTVs;
DynamicDescriptorHeap _dhViews;
DynamicDescriptorHeap _dhSamplers;
TMapCommandAllocators _mapCommandAllocators[s_ringBufferSize];
ComPtr<ID3D12Fence> _pFence;
HANDLE _hFence = INVALID_HANDLE_VALUE;
UINT64 _nextFenceValue = 1;
UINT64 _fenceValues[s_ringBufferSize] = {};
Vector<D3D12_STATIC_SAMPLER_DESC> _vSamplers;
Vector<RP::D3DRenderPass> _vRenderPasses;
Vector<RP::D3DFramebuffer> _vFramebuffers;
DXGI_SWAP_CHAIN_DESC1 _swapChainDesc = {};
public:
RendererD3D12();
~RendererD3D12();
virtual void ReleaseMe() override;
void Init();
void Done();
private:
static void EnableDebugLayer();
static ComPtr<IDXGIFactory6> CreateDXGIFactory();
static ComPtr<IDXGIAdapter4> GetAdapter(ComPtr<IDXGIFactory6> pFactory);
static bool CheckFeatureSupportAllowTearing(ComPtr<IDXGIFactory6> pFactory);
void CreateSwapChainBuffersRTVs();
void InitD3D();
public:
ComPtr<ID3D12CommandQueue> CreateCommandQueue(D3D12_COMMAND_LIST_TYPE type);
ComPtr<ID3D12CommandAllocator> CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE type);
ComPtr<ID3D12GraphicsCommandList3> CreateCommandList(D3D12_COMMAND_LIST_TYPE type, ComPtr<ID3D12CommandAllocator> pCommandAllocator);
ComPtr<ID3D12Fence> CreateFence();
UINT64 QueueSignal();
void WaitForFenceValue(UINT64 value);
void QueueWaitIdle();
void CreateSamplers();
ID3D12Device3* GetD3DDevice() const { return _pDevice.Get(); }
ID3D12CommandQueue* GetCommandQueue() const { return _pCommandQueue.Get(); }
D3D12MA::Allocator* GetMaAllocator() const { return _pMaAllocator; }
ID3D12CommandAllocator* GetD3DCommandAllocator(int ringBufferIndex) const { return _mapCommandAllocators[ringBufferIndex].at(std::this_thread::get_id()).Get(); }
D3D12_STATIC_SAMPLER_DESC GetStaticSamplerDesc(Sampler s) const;
virtual void ImGuiInit(RPHandle renderPassHandle) override;
virtual void ImGuiRenderDrawData() override;
virtual void ResizeSwapChain() override;
// Which graphics API?
virtual Gapi GetGapi() override { return Gapi::direct3D12; }
// Frame cycle:
virtual void BeginFrame(bool present) override;
virtual void EndFrame(bool present) override;
virtual void Present() override;
virtual void WaitIdle() override;
// Resources:
virtual PBaseCommandBuffer InsertCommandBuffer() override;
virtual PBaseGeometry InsertGeometry() override;
virtual PBasePipeline InsertPipeline() override;
virtual PBaseShader InsertShader() override;
virtual PBaseTexture InsertTexture() override;
virtual void DeleteCommandBuffer(PBaseCommandBuffer p) override;
virtual void DeleteGeometry(PBaseGeometry p) override;
virtual void DeletePipeline(PBasePipeline p) override;
virtual void DeleteShader(PBaseShader p) override;
virtual void DeleteTexture(PBaseTexture p) override;
virtual RPHandle CreateRenderPass(std::initializer_list<RP::Attachment> ilA, std::initializer_list<RP::Subpass> ilS, std::initializer_list<RP::Dependency> ilD) override;
virtual FBHandle CreateFramebuffer(RPHandle renderPassHandle, std::initializer_list<TexturePtr> il, int w, int h, int swapChainBufferIndex = -1) override;
virtual void DeleteRenderPass(RPHandle handle) override;
virtual void DeleteFramebuffer(FBHandle handle) override;
int GetNextRenderPassIndex() const;
int GetNextFramebufferIndex() const;
RP::RcD3DRenderPass GetRenderPass(RPHandle handle) const;
RP::RcD3DFramebuffer GetFramebuffer(FBHandle handle) const;
RDynamicDescriptorHeap GetViewHeap() { return _dhViews; }
RDynamicDescriptorHeap GetSamplerHeap() { return _dhSamplers; }
void SetDescriptorHeaps(PBaseCommandBuffer p);
};
VERUS_TYPEDEFS(RendererD3D12);
}
}
#define VERUS_QREF_RENDERER_D3D12 CGI::PRendererD3D12 pRendererD3D12 = CGI::RendererD3D12::P()