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/// DX12Renderer - DirectX 12 rendering backend implementation
/// This is a PLATFORM-SPECIFIC module (DirectX 12 API on Windows)
import Foundation
import RendererAPI
#if os(Windows)
// Note: In a real implementation, this would import DirectX 12 C bindings
// import CDirectX12 or similar Swift DirectX wrapper
#endif
/// DirectX 12-based renderer implementation
public final class DX12Renderer: Renderer, @unchecked Sendable {
private var config: RendererConfig?
private var isInitialized: Bool = false
// DirectX 12 handles (placeholders - would be actual D3D12 types)
private var device: UnsafeMutableRawPointer?
private var commandQueue: UnsafeMutableRawPointer?
private var swapChain: UnsafeMutableRawPointer?
private var rtvHeap: UnsafeMutableRawPointer? // Render Target View heap
private var dsvHeap: UnsafeMutableRawPointer? // Depth Stencil View heap
private var commandAllocator: UnsafeMutableRawPointer?
private var commandList: UnsafeMutableRawPointer?
private var pipelineState: UnsafeMutableRawPointer?
private var rootSignature: UnsafeMutableRawPointer?
// Synchronization
private var fence: UnsafeMutableRawPointer?
private var fenceValue: UInt64 = 0
private var fenceEvent: UnsafeMutableRawPointer?
// Resource storage
private var meshes: [MeshHandle: DX12Mesh] = [:]
private var textures: [TextureHandle: DX12Texture] = [:]
private var materials: [MaterialHandle: DX12Material] = [:]
private var currentFrameIndex: UInt32 = 0
private let maxFramesInFlight: UInt32 = 2
public init() {
print(" 🪟 DX12Renderer created")
}
// MARK: - Renderer Protocol Implementation
public func initialize(config: RendererConfig) async throws {
print(" → Initializing DirectX 12 renderer...")
self.config = config
#if os(Windows)
// 1. Enable debug layer in debug builds
try enableDebugLayer()
// 2. Create DXGI Factory
try createFactory()
// 3. Create D3D12 Device
try createDevice()
// 4. Create Command Queue
try createCommandQueue()
// 5. Create Swap Chain
try createSwapChain(windowHandle: config.windowHandle, width: config.width, height: config.height)
// 6. Create Descriptor Heaps
try createDescriptorHeaps()
// 7. Create Render Target Views
try createRenderTargets()
// 8. Create Command Allocator and List
try createCommandAllocatorAndList()
// 9. Create Root Signature
try createRootSignature()
// 10. Create Pipeline State Object (PSO)
try createPipelineState()
// 11. Create Fence for synchronization
try createFence()
#else
throw RendererError.unsupportedPlatform("DirectX 12 is only available on Windows")
#endif
isInitialized = true
print(" ✓ DirectX 12 renderer initialized")
}
public func beginFrame() throws {
guard isInitialized else { throw RendererError.notInitialized }
#if os(Windows)
// Wait for previous frame
// Reset command allocator
// Reset command list
// Set render target
// Clear render target and depth buffer
#endif
}
public func draw(scene: Scene) throws {
guard isInitialized else { throw RendererError.notInitialized }
#if os(Windows)
// Set root signature
// Set pipeline state
// Set viewport and scissor rect
// Draw each entity
for entity in scene.entities {
// Set root parameters (CBV/SRV/UAV)
// Set vertex and index buffers
// Draw indexed
drawEntity(entity, camera: scene.camera)
}
#endif
}
public func endFrame() throws {
guard isInitialized else { throw RendererError.notInitialized }
#if os(Windows)
// Transition render target to present state
// Close command list
// Execute command list on queue
// Present swap chain
// Signal fence
currentFrameIndex = (currentFrameIndex + 1) % maxFramesInFlight
#endif
}
public func shutdown() async {
print(" → Shutting down DirectX 12 renderer...")
#if os(Windows)
// Wait for GPU to finish
// Destroy all resources in reverse order
destroyFence()
destroyPipelineState()
destroyRootSignature()
destroyCommandResources()
destroyRenderTargets()
destroyDescriptorHeaps()
destroySwapChain()
destroyCommandQueue()
destroyDevice()
#endif
isInitialized = false
print(" ✓ DirectX 12 renderer shutdown complete")
}
public func loadMesh(vertices: [Vertex], indices: [UInt32]) async throws -> MeshHandle {
let handle = MeshHandle()
#if os(Windows)
// Create D3D12 vertex buffer (committed resource)
// Create D3D12 index buffer (committed resource)
// Upload data to GPU using upload heap
#endif
let dx12Mesh = DX12Mesh(
vertexBuffer: nil,
indexBuffer: nil,
vertexBufferView: nil,
indexBufferView: nil,
indexCount: UInt32(indices.count)
)
meshes[handle] = dx12Mesh
return handle
}
public func loadTexture(data: Data, width: Int, height: Int, format: TextureFormat) async throws -> TextureHandle {
let handle = TextureHandle()
#if os(Windows)
// Create D3D12 texture resource
// Create Shader Resource View (SRV)
// Upload texture data via upload heap
#endif
let dx12Texture = DX12Texture(
resource: nil,
srvHeapIndex: 0,
width: width,
height: height
)
textures[handle] = dx12Texture
return handle
}
public func createMaterial(albedoTexture: TextureHandle?, normalTexture: TextureHandle?) async throws -> MaterialHandle {
let handle = MaterialHandle()
#if os(Windows)
// Create material constant buffer
// Set up descriptor table for textures
#endif
let dx12Material = DX12Material(
constantBuffer: nil,
albedoTexture: albedoTexture,
normalTexture: normalTexture
)
materials[handle] = dx12Material
return handle
}
public var info: RendererInfo {
return RendererInfo(
apiName: "DirectX 12",
apiVersion: "12.0",
deviceName: "D3D12 Device (placeholder)",
maxTextureSize: 16384
)
}
// MARK: - DirectX 12-Specific Implementation
#if os(Windows)
private func enableDebugLayer() throws {
print(" • Enabling D3D12 debug layer...")
// ID3D12Debug::EnableDebugLayer()
}
private func createFactory() throws {
print(" • Creating DXGI factory...")
// CreateDXGIFactory2(...)
}
private func createDevice() throws {
print(" • Creating D3D12 device...")
// D3D12CreateDevice(...) with hardware adapter
}
private func createCommandQueue() throws {
print(" • Creating command queue...")
// ID3D12Device::CreateCommandQueue(D3D12_COMMAND_LIST_TYPE_DIRECT)
}
private func createSwapChain(windowHandle: UnsafeMutableRawPointer?, width: Int, height: Int) throws {
print(" • Creating swap chain (\(width)x\(height))...")
// IDXGIFactory::CreateSwapChainForHwnd(...)
}
private func createDescriptorHeaps() throws {
print(" • Creating descriptor heaps...")
// ID3D12Device::CreateDescriptorHeap for RTV, DSV, CBV/SRV/UAV
}
private func createRenderTargets() throws {
print(" • Creating render target views...")
// ID3D12Device::CreateRenderTargetView for each swap chain buffer
}
private func createCommandAllocatorAndList() throws {
print(" • Creating command allocator and list...")
// ID3D12Device::CreateCommandAllocator
// ID3D12Device::CreateCommandList
}
private func createRootSignature() throws {
print(" • Creating root signature...")
// ID3D12Device::CreateRootSignature with CBVs, SRVs, samplers
}
private func createPipelineState() throws {
print(" • Creating pipeline state...")
// Compile HLSL shaders
// ID3D12Device::CreateGraphicsPipelineState with shaders and state
}
private func createFence() throws {
print(" • Creating fence...")
// ID3D12Device::CreateFence
// CreateEventEx for CPU-side waiting
}
private func drawEntity(_ entity: Entity, camera: Camera) {
// ID3D12GraphicsCommandList::SetGraphicsRootConstantBufferView (MVP matrix)
// ID3D12GraphicsCommandList::SetGraphicsRootDescriptorTable (textures)
// ID3D12GraphicsCommandList::IASetVertexBuffers
// ID3D12GraphicsCommandList::IASetIndexBuffer
// ID3D12GraphicsCommandList::DrawIndexedInstanced
}
// MARK: - Cleanup
private func destroyFence() {
// CloseHandle(fenceEvent)
// fence->Release()
}
private func destroyPipelineState() {
// pipelineState->Release()
}
private func destroyRootSignature() {
// rootSignature->Release()
}
private func destroyCommandResources() {
// commandList->Release()
// commandAllocator->Release()
}
private func destroyRenderTargets() {
// Release all RTV resources
}
private func destroyDescriptorHeaps() {
// rtvHeap->Release()
// dsvHeap->Release()
}
private func destroySwapChain() {
// swapChain->Release()
}
private func destroyCommandQueue() {
// commandQueue->Release()
}
private func destroyDevice() {
// device->Release()
}
#endif
}
// MARK: - DirectX 12 Resource Types
private struct DX12Mesh {
var vertexBuffer: UnsafeMutableRawPointer?
var indexBuffer: UnsafeMutableRawPointer?
var vertexBufferView: UnsafeMutableRawPointer?
var indexBufferView: UnsafeMutableRawPointer?
var indexCount: UInt32
}
private struct DX12Texture {
var resource: UnsafeMutableRawPointer?
var srvHeapIndex: Int
var width: Int
var height: Int
}
private struct DX12Material {
var constantBuffer: UnsafeMutableRawPointer?
var albedoTexture: TextureHandle?
var normalTexture: TextureHandle?
}
// MARK: - Errors
private enum RendererError: Error {
case notInitialized
case unsupportedPlatform(String)
case dx12Error(String)
}