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