MoonWorks/src/Graphics/GraphicsDevice.cs

495 lines
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C#
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using System;
using System.Collections.Generic;
using System.IO;
using System.Runtime.InteropServices;
using MoonWorks.Video;
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using RefreshCS;
namespace MoonWorks.Graphics
{
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/// <summary>
/// GraphicsDevice manages all graphics-related concerns.
/// </summary>
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public class GraphicsDevice : IDisposable
{
public IntPtr Handle { get; }
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public BackendFlags Backend { get; }
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public bool DebugMode { get; }
// Built-in video pipeline
internal GraphicsPipeline VideoPipeline { get; }
// Built-in text shader info
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public Shader TextVertexShader;
public Shader TextFragmentShader;
public GraphicsPipelineResourceInfo TextVertexShaderInfo { get; }
public GraphicsPipelineResourceInfo TextFragmentShaderInfo { get; }
public VertexInputState TextVertexInputState { get; }
// Built-in samplers
public Sampler PointSampler { get; }
public Sampler LinearSampler { get; }
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public bool IsDisposed { get; private set; }
private readonly HashSet<GCHandle> resources = new HashSet<GCHandle>();
private CommandBufferPool CommandBufferPool;
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private FencePool FencePool;
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internal RenderPassPool RenderPassPool = new RenderPassPool();
internal ComputePassPool ComputePassPool = new ComputePassPool();
internal CopyPassPool CopyPassPool = new CopyPassPool();
internal unsafe GraphicsDevice(
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BackendFlags preferredBackends,
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bool debugMode
) {
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if (preferredBackends == BackendFlags.Invalid)
{
throw new System.Exception("Could not set graphics backend!");
}
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Handle = Refresh.Refresh_CreateDevice(
(Refresh.BackendFlags) preferredBackends,
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Conversions.BoolToByte(debugMode)
);
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DebugMode = debugMode;
// TODO: check for CreateDevice fail
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Backend = (BackendFlags) Refresh.Refresh_GetBackend(Handle);
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// Check for replacement stock shaders
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string basePath = System.AppContext.BaseDirectory;
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string fullscreenVertPath = Path.Combine(basePath, "fullscreen.vert.refresh");
string textVertPath = Path.Combine(basePath, "text_transform.vert.refresh");
string textFragPath = Path.Combine(basePath, "text_msdf.frag.refresh");
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string videoFragPath = Path.Combine(basePath, "video_yuv2rgba.frag.refresh");
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Shader fullscreenVertShader;
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Shader textVertShader;
Shader textFragShader;
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Shader videoFragShader;
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if (File.Exists(fullscreenVertPath))
{
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fullscreenVertShader = new Shader(
this,
fullscreenVertPath,
"main",
ShaderStage.Vertex,
ShaderFormat.SECRET
);
}
else
{
// use defaults
var assembly = typeof(GraphicsDevice).Assembly;
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using var vertStream = assembly.GetManifestResourceStream("MoonWorks.Graphics.StockShaders.Fullscreen.vert.spv");
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fullscreenVertShader = new Shader(
this,
vertStream,
"main",
ShaderStage.Vertex,
ShaderFormat.SPIRV
);
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}
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if (File.Exists(videoFragPath))
{
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videoFragShader = new Shader(
this,
videoFragPath,
"main",
ShaderStage.Fragment,
ShaderFormat.SECRET
);
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}
else
{
// use defaults
var assembly = typeof(GraphicsDevice).Assembly;
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using var fragStream = assembly.GetManifestResourceStream("MoonWorks.Graphics.StockShaders.VideoYUV2RGBA.frag.spv");
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videoFragShader = new Shader(
this,
fragStream,
"main",
ShaderStage.Fragment,
ShaderFormat.SPIRV
);
}
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if (File.Exists(textVertPath) && File.Exists(textFragPath))
{
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textVertShader = new Shader(
this,
textVertPath,
"main",
ShaderStage.Vertex,
ShaderFormat.SECRET
);
textFragShader = new Shader(
this,
textFragPath,
"main",
ShaderStage.Fragment,
ShaderFormat.SECRET
);
}
else
{
// use defaults
var assembly = typeof(GraphicsDevice).Assembly;
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using var vertStream = assembly.GetManifestResourceStream("MoonWorks.Graphics.StockShaders.TextTransform.vert.spv");
using var fragStream = assembly.GetManifestResourceStream("MoonWorks.Graphics.StockShaders.TextMSDF.frag.spv");
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textVertShader = new Shader(
this,
vertStream,
"main",
ShaderStage.Fragment,
ShaderFormat.SPIRV
);
textFragShader = new Shader(
this,
fragStream,
"main",
ShaderStage.Fragment,
ShaderFormat.SPIRV
);
}
VideoPipeline = new GraphicsPipeline(
this,
new GraphicsPipelineCreateInfo
{
AttachmentInfo = new GraphicsPipelineAttachmentInfo(
new ColorAttachmentDescription(
TextureFormat.R8G8B8A8,
ColorAttachmentBlendState.None
)
),
DepthStencilState = DepthStencilState.Disable,
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VertexShader = fullscreenVertShader,
FragmentShader = videoFragShader,
FragmentShaderResourceInfo = new GraphicsPipelineResourceInfo
{
SamplerCount = 3
},
VertexInputState = VertexInputState.Empty,
RasterizerState = RasterizerState.CCW_CullNone,
PrimitiveType = PrimitiveType.TriangleList,
MultisampleState = MultisampleState.None
}
);
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TextVertexShader = textVertShader;
TextVertexShaderInfo = new GraphicsPipelineResourceInfo();
TextFragmentShader = textFragShader;
TextFragmentShaderInfo = new GraphicsPipelineResourceInfo
{
SamplerCount = 1
};
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TextVertexInputState = VertexInputState.CreateSingleBinding<Font.Vertex>();
PointSampler = new Sampler(this, SamplerCreateInfo.PointClamp);
LinearSampler = new Sampler(this, SamplerCreateInfo.LinearClamp);
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FencePool = new FencePool(this);
CommandBufferPool = new CommandBufferPool(this);
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}
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/// <summary>
/// Prepares a window so that frames can be presented to it.
/// </summary>
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/// <param name="swapchainComposition">The desired composition of the swapchain. Ignore this unless you are using HDR or tonemapping.</param>
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/// <param name="presentMode">The desired presentation mode for the window. Roughly equivalent to V-Sync.</param>
/// <returns>True if successfully claimed.</returns>
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public bool ClaimWindow(
Window window,
SwapchainComposition swapchainComposition,
PresentMode presentMode
) {
if (window.Claimed)
{
Logger.LogError("Window already claimed!");
return false;
}
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var success = Conversions.IntToBool(
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Refresh.Refresh_ClaimWindow(
Handle,
window.Handle,
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(Refresh.SwapchainComposition) swapchainComposition,
(Refresh.PresentMode) presentMode
)
);
if (success)
{
window.Claimed = true;
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window.SwapchainComposition = swapchainComposition;
window.SwapchainFormat = GetSwapchainFormat(window);
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if (window.SwapchainTexture == null)
{
window.SwapchainTexture = new Texture(this, window.SwapchainFormat);
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}
}
return success;
}
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/// <summary>
/// Unclaims a window, making it unavailable for presenting and freeing associated resources.
/// </summary>
public void UnclaimWindow(Window window)
{
if (window.Claimed)
{
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Refresh.Refresh_UnclaimWindow(
Handle,
window.Handle
);
window.Claimed = false;
// The swapchain texture doesn't actually have a permanent texture reference, so we zero the handle before disposing.
window.SwapchainTexture.Handle = IntPtr.Zero;
window.SwapchainTexture.Dispose();
window.SwapchainTexture = null;
}
}
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/// <summary>
/// Changes the present mode of a claimed window. Does nothing if the window is not claimed.
/// </summary>
/// <param name="window"></param>
/// <param name="presentMode"></param>
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public void SetSwapchainParameters(
Window window,
SwapchainComposition swapchainComposition,
PresentMode presentMode
) {
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if (!window.Claimed)
{
Logger.LogError("Cannot set present mode on unclaimed window!");
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return;
}
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Refresh.Refresh_SetSwapchainParameters(
Handle,
window.Handle,
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(Refresh.SwapchainComposition) swapchainComposition,
(Refresh.PresentMode) presentMode
);
}
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/// <summary>
/// Acquires a command buffer.
/// This is the start of your rendering process.
/// </summary>
/// <returns></returns>
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public CommandBuffer AcquireCommandBuffer()
{
var commandBuffer = CommandBufferPool.Obtain();
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commandBuffer.SetHandle(Refresh.Refresh_AcquireCommandBuffer(Handle));
#if DEBUG
commandBuffer.ResetStateTracking();
#endif
return commandBuffer;
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}
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/// <summary>
/// Submits a command buffer to the GPU for processing.
/// </summary>
public void Submit(CommandBuffer commandBuffer)
{
#if DEBUG
if (commandBuffer.Submitted)
{
throw new System.InvalidOperationException("Command buffer already submitted!");
}
#endif
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Refresh.Refresh_Submit(
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commandBuffer.Handle
);
CommandBufferPool.Return(commandBuffer);
#if DEBUG
commandBuffer.Submitted = true;
#endif
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}
/// <summary>
/// Submits a command buffer to the GPU for processing and acquires a fence associated with the submission.
/// </summary>
/// <returns></returns>
public Fence SubmitAndAcquireFence(CommandBuffer commandBuffer)
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{
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var fenceHandle = Refresh.Refresh_SubmitAndAcquireFence(
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commandBuffer.Handle
);
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var fence = FencePool.Obtain();
fence.SetHandle(fenceHandle);
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return fence;
}
/// <summary>
/// Wait for the graphics device to become idle.
/// </summary>
public void Wait()
{
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Refresh.Refresh_Wait(Handle);
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}
/// <summary>
/// Waits for the given fence to become signaled.
/// </summary>
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public unsafe void WaitForFence(Fence fence)
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{
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var fenceHandle = fence.Handle;
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Refresh.Refresh_WaitForFences(
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Handle,
1,
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&fenceHandle,
1
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);
}
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/// <summary>
/// Wait for one or more fences to become signaled.
/// </summary>
/// <param name="waitAll">If true, will wait for all given fences to be signaled.</param>
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public unsafe void WaitForFences(Span<Fence> fences, bool waitAll)
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{
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var handlePtr = stackalloc nint[fences.Length];
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for (var i = 0; i < fences.Length; i += 1)
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{
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handlePtr[i] = fences[i].Handle;
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}
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Refresh.Refresh_WaitForFences(
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Handle,
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Conversions.BoolToInt(waitAll),
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handlePtr,
(uint) fences.Length
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);
}
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/// <summary>
/// Returns true if the fence is signaled, indicating that the associated command buffer has finished processing.
/// </summary>
/// <exception cref="InvalidOperationException">Throws if the fence query indicates that the graphics device has been lost.</exception>
public bool QueryFence(Fence fence)
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{
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var result = Refresh.Refresh_QueryFence(Handle, fence.Handle);
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if (result < 0)
{
throw new InvalidOperationException("The graphics device has been lost.");
}
return result != 0;
}
/// <summary>
/// Release reference to an acquired fence, enabling it to be reused.
/// </summary>
public void ReleaseFence(Fence fence)
{
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Refresh.Refresh_ReleaseFence(Handle, fence.Handle);
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fence.Handle = IntPtr.Zero;
FencePool.Return(fence);
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}
private TextureFormat GetSwapchainFormat(Window window)
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{
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if (!window.Claimed)
{
throw new System.ArgumentException("Cannot get swapchain format of unclaimed window!");
}
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return (TextureFormat) Refresh.Refresh_GetSwapchainTextureFormat(Handle, window.Handle);
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}
internal void AddResourceReference(GCHandle resourceReference)
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{
lock (resources)
{
resources.Add(resourceReference);
}
}
internal void RemoveResourceReference(GCHandle resourceReference)
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{
lock (resources)
{
resources.Remove(resourceReference);
}
}
protected virtual void Dispose(bool disposing)
{
if (!IsDisposed)
{
if (disposing)
{
lock (resources)
{
// Dispose video players first to avoid race condition on threaded decoding
foreach (var resource in resources)
{
if (resource.Target is VideoPlayer player)
{
player.Dispose();
}
}
// Dispose everything else
foreach (var resource in resources)
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{
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if (resource.Target is IDisposable disposable)
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{
disposable.Dispose();
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}
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}
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resources.Clear();
}
}
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Refresh.Refresh_DestroyDevice(Handle);
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IsDisposed = true;
}
}
~GraphicsDevice()
{
// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
Dispose(disposing: false);
}
public void Dispose()
{
// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
Dispose(disposing: true);
GC.SuppressFinalize(this);
}
}
}