/// 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) }