MoonWorks/src/Graphics/GraphicsDevice.cs

354 lines
8.4 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using RefreshCS;
namespace MoonWorks.Graphics
{
public class GraphicsDevice : IDisposable
{
public IntPtr Handle { get; }
public Backend Backend { get; }
private uint windowFlags;
public SDL2.SDL.SDL_WindowFlags WindowFlags => (SDL2.SDL.SDL_WindowFlags) windowFlags;
// Built-in video pipeline
internal GraphicsPipeline VideoPipeline { get; }
public bool IsDisposed { get; private set; }
private readonly HashSet<WeakReference<GraphicsResource>> resources = new HashSet<WeakReference<GraphicsResource>>();
private FencePool FencePool;
public GraphicsDevice(
Backend preferredBackend,
bool debugMode
) {
Backend = (Backend) Refresh.Refresh_SelectBackend((Refresh.Backend) preferredBackend, out windowFlags);
if (Backend == Backend.Invalid)
{
throw new System.Exception("Could not set graphics backend!");
}
Handle = Refresh.Refresh_CreateDevice(
Conversions.BoolToByte(debugMode)
);
// Check for optional video shaders
string basePath = System.AppContext.BaseDirectory;
string videoVertPath = Path.Combine(basePath, "video_fullscreen.vert.refresh");
string videoFragPath = Path.Combine(basePath, "video_yuv2rgba.frag.refresh");
if (File.Exists(videoVertPath) && File.Exists(videoFragPath))
{
ShaderModule videoVertShader = new ShaderModule(this, videoVertPath);
ShaderModule videoFragShader = new ShaderModule(this, videoFragPath);
VideoPipeline = new GraphicsPipeline(
this,
new GraphicsPipelineCreateInfo
{
AttachmentInfo = new GraphicsPipelineAttachmentInfo(
new ColorAttachmentDescription(
TextureFormat.R8G8B8A8,
ColorAttachmentBlendState.None
)
),
DepthStencilState = DepthStencilState.Disable,
VertexShaderInfo = GraphicsShaderInfo.Create(
videoVertShader,
"main",
0
),
FragmentShaderInfo = GraphicsShaderInfo.Create(
videoFragShader,
"main",
3
),
VertexInputState = VertexInputState.Empty,
RasterizerState = RasterizerState.CCW_CullNone,
PrimitiveType = PrimitiveType.TriangleList,
MultisampleState = MultisampleState.None
}
);
}
FencePool = new FencePool(this);
}
public bool ClaimWindow(Window window, PresentMode presentMode)
{
var success = Conversions.ByteToBool(
Refresh.Refresh_ClaimWindow(
Handle,
window.Handle,
(Refresh.PresentMode) presentMode
)
);
if (success)
{
window.Claimed = true;
window.SwapchainFormat = GetSwapchainFormat(window);
if (window.SwapchainTexture == null)
{
window.SwapchainTexture = new Texture(this, IntPtr.Zero, window.SwapchainFormat, 0, 0);
}
}
return success;
}
public void UnclaimWindow(Window window)
{
Refresh.Refresh_UnclaimWindow(
Handle,
window.Handle
);
window.Claimed = false;
}
public void SetPresentMode(Window window, PresentMode presentMode)
{
Refresh.Refresh_SetSwapchainPresentMode(
Handle,
window.Handle,
(Refresh.PresentMode) presentMode
);
}
public CommandBuffer AcquireCommandBuffer()
{
return new CommandBuffer(this, Refresh.Refresh_AcquireCommandBuffer(Handle));
}
/// <summary>
/// Submits a command buffer to the GPU for processing.
/// </summary>
public void Submit(CommandBuffer commandBuffer)
{
Refresh.Refresh_Submit(
Handle,
commandBuffer.Handle
);
}
/// <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)
{
var fenceHandle = Refresh.Refresh_SubmitAndAcquireFence(
Handle,
commandBuffer.Handle
);
var fence = FencePool.Obtain();
fence.SetHandle(fenceHandle);
return fence;
}
/// <summary>
/// Wait for the graphics device to become idle.
/// </summary>
public void Wait()
{
Refresh.Refresh_Wait(Handle);
}
/// <summary>
/// Waits for the given fence to become signaled.
/// </summary>
public unsafe void WaitForFences(Fence fence)
{
var handlePtr = stackalloc nint[1];
handlePtr[0] = fence.Handle;
Refresh.Refresh_WaitForFences(
Handle,
1,
1,
(nint) handlePtr
);
}
/// <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>
public unsafe void WaitForFences(
Fence fenceOne,
Fence fenceTwo,
bool waitAll
) {
var handlePtr = stackalloc nint[2];
handlePtr[0] = fenceOne.Handle;
handlePtr[1] = fenceTwo.Handle;
Refresh.Refresh_WaitForFences(
Handle,
Conversions.BoolToByte(waitAll),
2,
(nint) handlePtr
);
}
/// <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>
public unsafe void WaitForFences(
Fence fenceOne,
Fence fenceTwo,
Fence fenceThree,
bool waitAll
) {
var handlePtr = stackalloc nint[3];
handlePtr[0] = fenceOne.Handle;
handlePtr[1] = fenceTwo.Handle;
handlePtr[2] = fenceThree.Handle;
Refresh.Refresh_WaitForFences(
Handle,
Conversions.BoolToByte(waitAll),
3,
(nint) handlePtr
);
}
/// <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>
public unsafe void WaitForFences(
Fence fenceOne,
Fence fenceTwo,
Fence fenceThree,
Fence fenceFour,
bool waitAll
) {
var handlePtr = stackalloc nint[4];
handlePtr[0] = fenceOne.Handle;
handlePtr[1] = fenceTwo.Handle;
handlePtr[2] = fenceThree.Handle;
handlePtr[3] = fenceFour.Handle;
Refresh.Refresh_WaitForFences(
Handle,
Conversions.BoolToByte(waitAll),
4,
(nint) handlePtr
);
}
/// <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>
public unsafe void WaitForFences(Fence[] fences, bool waitAll)
{
var handlePtr = stackalloc nint[fences.Length];
for (var i = 0; i < fences.Length; i += 1)
{
handlePtr[i] = fences[i].Handle;
}
Refresh.Refresh_WaitForFences(
Handle,
Conversions.BoolToByte(waitAll),
4,
(nint) handlePtr
);
}
/// <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)
{
var result = Refresh.Refresh_QueryFence(Handle, fence.Handle);
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)
{
Refresh.Refresh_ReleaseFence(Handle, fence.Handle);
fence.Handle = IntPtr.Zero;
FencePool.Return(fence);
}
private TextureFormat GetSwapchainFormat(Window window)
{
return (TextureFormat) Refresh.Refresh_GetSwapchainFormat(Handle, window.Handle);
}
internal void AddResourceReference(WeakReference<GraphicsResource> resourceReference)
{
lock (resources)
{
resources.Add(resourceReference);
}
}
internal void RemoveResourceReference(WeakReference<GraphicsResource> resourceReference)
{
lock (resources)
{
resources.Remove(resourceReference);
}
}
protected virtual void Dispose(bool disposing)
{
if (!IsDisposed)
{
if (disposing)
{
lock (resources)
{
foreach (var weakReference in resources)
{
if (weakReference.TryGetTarget(out var target))
{
target.Dispose();
}
}
resources.Clear();
}
Refresh.Refresh_DestroyDevice(Handle);
}
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);
}
}
}