Refactor RHI documentation and remove unused files
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docs/plan/used/RHI_Design_Issues.md
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docs/plan/used/RHI_Design_Issues.md
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# RHI 模块设计问题分析报告(第二版)
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## 1. 项目背景
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本项目 RHI 模块参考 Unity 渲染架构设计,面向 **Direct3D 12** 和 **Vulkan** 等现代图形 API,目标是为引擎上层(SRP/RenderGraph)提供统一的渲染硬件抽象层,屏蔽 API 差异,实现跨后端移植。
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当前已实现两个后端:D3D12 和 OpenGL。基础框架已有雏形(Reset/Close、TransitionBarrier、PipelineState),但存在**被 OpenGL 风格带偏、不符合现代 D3D12/Vulkan 显式设计**的关键问题。
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---
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## 2. 做得好的地方
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1. **有显式生命周期管理**:`Reset()` / `Close()` 是 D3D12/Vulkan 风格,理解"录制-提交"的分离
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2. **考虑了资源状态转换**:`TransitionBarrier()` 是现代 API 必须的,预留了接口
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3. **覆盖了图形+计算**:`Draw` / `DrawIndexed` / `Dispatch` 都有,功能完整
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4. **预留了原生句柄**:`GetNativeHandle()` 方便调试和特殊场景扩展
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---
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## 3. 核心问题(按严重程度排序)
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### 3.1 最大的坑:字符串查找 SetUniform 是 OpenGL 风格
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**问题描述**:当前接口使用字符串名称设置 Uniform/Texture:
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```cpp
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virtual void SetUniformInt(const char* name, int value) = 0;
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virtual void SetGlobalTexture(const char* name, RHIResourceView* texture) = 0;
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```
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这是**典型的 OpenGL 立即模式风格**,问题极大:
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| 问题 | 说明 |
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|------|------|
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| **性能差** | 运行时通过字符串查找 uniform 位置,驱动开销大 |
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| **无法多线程** | 字符串查找不是线程安全的,不利于多线程录制 CommandList |
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| **接 Vulkan 不可能** | D3D12/Vulkan 用 **DescriptorSet + PipelineLayout**,根本没有"按名字设 uniform"的概念 |
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**根本原因**:这是 OpenGL 风格的设计,没有对齐 D3D12/Vulkan 的显式 Descriptor 绑定模型。
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**D3D12/Vulkan 正确做法**:
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```cpp
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// D3D12: 通过 Root Signature + Descriptor Table 绑定
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commandList->SetGraphicsRootDescriptorTable(rootIndex, gpuDescriptorHandle);
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// Vulkan: 通过 DescriptorSet 绑定
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vkCmdBindDescriptorSets(commandBuffer, ..., descriptorSet, ...);
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```
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**修改建议**:
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```cpp
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// 新增:DescriptorSet 绑定接口(替代 SetUniform/SetGlobal)
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virtual void SetGraphicsDescriptorSets(
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uint32_t firstSet,
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uint32_t count,
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RHIDescriptorSet** descriptorSets,
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RHIPipelineLayout* pipelineLayout) = 0;
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virtual void SetComputeDescriptorSets(
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uint32_t firstSet,
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uint32_t count,
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RHIDescriptorSet** descriptorSets,
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RHIPipelineLayout* pipelineLayout) = 0;
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```
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---
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### 3.1.1 ✅ 已完成:DescriptorSet 抽象
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**实现状态**:2026-03-25 已完成
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**新增抽象**:
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| 类名 | 说明 |
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|------|------|
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| `RHIDescriptorSet` | DescriptorSet 基类,含 Update/UpdateSampler/GetNativeHandle/GetBindingCount/GetBindings |
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| `RHIDescriptorPool` | DescriptorPool 基类,含 AllocateSet/FreeSet |
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| `D3D12DescriptorSet` | D3D12 实现,使用 DescriptorHeap 分配 |
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| `D3D12DescriptorHeap` | 扩展支持 AllocateSet/FreeSet |
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| `OpenGLDescriptorSet` | OpenGL 实现,使用 TextureUnitAllocator |
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| `OpenGLDescriptorPool` | OpenGL 实现 |
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**RHICommandList 新增接口**:
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```cpp
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virtual void SetGraphicsDescriptorSets(
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uint32_t firstSet,
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uint32_t count,
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RHIDescriptorSet** descriptorSets,
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RHIPipelineLayout* pipelineLayout) = 0;
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virtual void SetComputeDescriptorSets(
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uint32_t firstSet,
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uint32_t count,
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RHIDescriptorSet** descriptorSets,
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RHIPipelineLayout* pipelineLayout) = 0;
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```
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**RHIDevice 新增工厂方法**:
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```cpp
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virtual RHIDescriptorPool* CreateDescriptorPool(const DescriptorPoolDesc& desc) = 0;
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virtual RHIDescriptorSet* CreateDescriptorSet(RHIDescriptorPool* pool, const DescriptorSetDesc& desc) = 0;
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```
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**实现说明**:
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- D3D12:使用 `D3D12DescriptorHeap` 的 GPU/CPU descriptor 分配
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- OpenGL:使用 `TextureUnitAllocator` 分配 texture unit
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- 旧的 `SetUniform*/SetGlobal*` 仍保留,向后兼容
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---
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### 3.2 缺少显式 RenderPass
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**问题描述**:当前只有 `SetRenderTargets()`,没有 `BeginRenderPass()` / `EndRenderPass()`:
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```cpp
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// 当前设计
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virtual void SetRenderTargets(uint32_t count, RHIResourceView** renderTargets, ...) = 0;
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virtual void ClearRenderTarget(RHIResourceView* renderTarget, const float color[4]) = 0;
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```
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这是**不符合现代 API 设计**的:
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| 问题 | 说明 |
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|------|------|
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| **不符合显式设计** | D3D12/Vulkan 要求显式定义渲染通道的开始和结束 |
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| **清屏逻辑不规范** | 现代 API 推荐用 RenderPass 的 `LoadOp`(Clear/Load/DontCare)清屏 |
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| **Tile GPU 性能差** | 对移动端 Tile GPU 至关重要,隐式行为无法优化 |
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**根本原因**:OpenGL 的 `glClear()` 是立即模式,没有 RenderPass 概念。
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**D3D12/Vulkan 正确做法**:
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```cpp
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// D3D12: Begin/End Render Pass
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commandList->BeginRenderPass(...);
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commandList->EndRenderPass();
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// Vulkan: vkCmdBeginRenderPass / vkCmdEndRenderPass
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vkCmdBeginRenderPass(commandBuffer, &renderPassBeginInfo, ...);
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vkCmdEndRenderPass(commandBuffer);
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```
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**修改建议**:
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```cpp
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// 新增:显式渲染通道
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virtual void BeginRenderPass(
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RHIRenderPass* renderPass,
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RHIFramebuffer* framebuffer,
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const Rect& renderArea,
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uint32_t clearValueCount,
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const ClearValue* clearValues) = 0;
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virtual void EndRenderPass() = 0;
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// 移除 SetRenderTargets,改由 Framebuffer 定义
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// 移除或废弃 ClearRenderTarget,改为 BeginRenderPass 的 LoadOp
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```
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### 3.2.1 ✅ 已完成:显式 RenderPass 实现
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**实现状态**:2026-03-24 已完成
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**新增抽象**:
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| 类名 | 说明 |
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|------|------|
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| `RHIFramebuffer` | Framebuffer 基类,含 Initialize/Bind/GetHandle |
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| `RHIRenderPass` | RenderPass 基类,含 AttachmentDesc |
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| `D3D12Framebuffer` | D3D12 Framebuffer 实现 |
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| `D3D12RenderPass` | D3D12 RenderPass 实现(使用 OMSetRenderTargets) |
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| `OpenGLFramebuffer` | OpenGL 实现(继承自 RHIFramebuffer) |
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| `OpenGLRenderPass` | OpenGL RenderPass 实现 |
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**RHICommandList 新增接口**:
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```cpp
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virtual void BeginRenderPass(RHIRenderPass* renderPass, RHIFramebuffer* framebuffer,
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const Rect& renderArea, uint32_t clearValueCount,
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const ClearValue* clearValues) = 0;
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virtual void EndRenderPass() = 0;
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```
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**AttachmentDesc 结构**(定义在 RHIRenderPass.h):
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```cpp
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struct AttachmentDesc {
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Format format = Format::Unknown;
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LoadAction loadOp = LoadAction::Undefined; // Undefined/Load/Clear
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StoreAction storeOp = StoreAction::Store; // Store/Resolve/Discard
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LoadAction stencilLoadOp = LoadAction::Undefined;
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StoreAction stencilStoreOp = StoreAction::Undefined;
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ClearValue clearValue;
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};
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```
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**实现说明**:
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- D3D12:使用 `OMSetRenderTargets` + `ClearRenderTargetView`/`ClearDepthStencilView`
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- OpenGL:使用 `glBindFramebuffer` + `glClearBufferfv` 处理 LoadOp
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- 旧的 `SetRenderTargets`/`ClearRenderTarget` 仍保留,向后兼容
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---
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### 3.3 动态状态太多,应该收敛到 PipelineState
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**问题描述**:当前把 DepthStencilState、BlendState、PrimitiveTopology 都放在 CommandList 里动态设置:
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```cpp
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virtual void SetDepthStencilState(const DepthStencilState& state) = 0;
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virtual void SetBlendState(const BlendState& state) = 0;
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virtual void SetPrimitiveTopology(PrimitiveTopology topology) = 0;
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```
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这是**OpenGL 风格的残留**:
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| 问题 | 说明 |
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|------|------|
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| **驱动开销大** | 现代 API 中这些状态大部分是 PipelineState 的一部分,是不可变的 |
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| **不符合显式设计** | 动态状态应该只保留极少数(Viewport/Scissor/StencilRef/BlendFactor) |
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| **状态不一致风险** | CommandList 动态设置的状态可能与 PSO 中定义的状态冲突 |
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**根本原因**:OpenGL 是状态机,可以在任何时候设置任何状态。D3D12/Vulkan 把大部分状态打包到 PSO 中。
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**D3D12/Vulkan 正确做法**:
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- `DepthStencilState`、`BlendState`、`PrimitiveTopology` 在 **PSO 创建时就确定**
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- CommandList 只设置**真正的动态状态**:Viewport、Scissor、StencilRef、BlendFactor
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**修改建议**:
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```cpp
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// PipelineState 应该包含:
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// - Shader
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// - VertexLayout
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// - RenderPass 兼容
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// - DepthStencilState(不可变)
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// - BlendState(不可变)
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// - PrimitiveTopology(不可变)
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// - 动态状态掩码
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// CommandList 只保留必要的动态状态:
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virtual void SetViewports(uint32_t count, const Viewport* viewports) = 0;
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virtual void SetScissorRects(uint32_t count, const Rect* rects) = 0;
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virtual void SetStencilRef(uint8_t ref) = 0;
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virtual void SetBlendFactor(const float factor[4]) = 0;
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// 移除:
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virtual void SetDepthStencilState(const DepthStencilState& state) = 0; // 移到 PSO
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virtual void SetBlendState(const BlendState& state) = 0; // 移到 PSO
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virtual void SetPrimitiveTopology(PrimitiveTopology topology) = 0; // 移到 PSO
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```
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### 3.3.1 ✅ 已完成:动态状态移至 PSO
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**实现状态**:2026-03-25 已完成
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**移除的无效方法**:
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| 方法 | 问题 |
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|------|------|
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| `SetDepthStencilState` | D3D12 中是空实现(TODO),调用无效;OpenGL 中直接调用 GL 函数但状态应通过 PSO 配置 |
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| `SetBlendState` | D3D12 中只设置 BlendFactor,其他参数被忽略;OpenGL 中直接调用 GL 函数但状态应通过 PSO 配置 |
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**保留的真正动态状态**:
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| 方法 | 说明 |
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|------|------|
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| `SetViewport/SetViewports` | 真正的动态状态 |
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| `SetScissorRect/SetScissorRects` | 真正的动态状态 |
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| `SetStencilRef` | D3D12 动态状态 |
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| `SetBlendFactor` | D3D12 动态状态 |
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**修改的文件**:
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- `RHICommandList.h` - 移除 SetDepthStencilState/SetBlendState 纯虚方法
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- `D3D12CommandList.h/cpp` - 移除 SetDepthStencilState/SetBlendState 实现
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- `OpenGLCommandList.h/cpp` - 移除 SetDepthStencilState/SetBlendState 实现
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- `tests/RHI/unit/test_command_list.cpp` - 移除相关测试
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- `tests/RHI/OpenGL/unit/test_command_list.cpp` - 移除相关测试
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**说明**:
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- D3D12 中 PSO 是不可变的,SetDepthStencilState/SetBlendState 调用原本就是无效代码
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- OpenGL 中状态通过 OpenGLPipelineState::Apply() 在绑定 PSO 时应用
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- PrimitiveTopology 保留在 CommandList,因为 D3D12 允许动态改变 topology type
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---
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### 3.4 ResourceView 类型不明确 ✅ 基本完成
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**问题描述**:当前用 `RHIResourceView*` 代表所有视图:
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```cpp
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virtual void SetVertexBuffer(uint32_t slot, RHIResourceView* buffer, ...) = 0;
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virtual void SetRenderTargets(uint32_t count, RHIResourceView** renderTargets, ...) = 0;
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```
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这会导致:
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| 问题 | 说明 |
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|------|------|
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| **类型不安全** | 容易把 SRV 当成 RTV 传,运行时才发现错误 |
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| **后端处理麻烦** | D3D12/Vulkan 对不同视图有严格区分(RTV/DSV/SRV/UAV/VBV/IBV) |
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| **语义模糊** | `RHIResourceView` 到底是哪种视图?调用者必须查文档 |
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**根本原因**:没有在类型层面区分不同视图的语义。
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**修改建议**:定义明确的视图类型层次结构
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```cpp
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// 基类
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class RHIResourceView {};
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// 具体视图类型
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class RHIRenderTargetView : public RHIResourceView {};
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class RHIDepthStencilView : public RHIResourceView {};
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class RHIShaderResourceView : public RHIResourceView {};
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class RHIUnorderedAccessView : public RHIResourceView {};
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class RHIVertexBufferView : public RHIResourceView {};
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class RHIIndexBufferView : public RHIResourceView {};
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class RHIConstantBufferView : public RHIResourceView {};
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```
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**实现状态**:✅ 基本完成 - `RHIResourceView.h` 中定义了具体视图类型,但 `RHICommandList` 仍使用 `RHIResourceView*` 以保持兼容性
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---
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### 3.5 TransitionBarrier 针对 View 而非 Resource ✅ 已完成
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**问题描述**:当前接口:
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```cpp
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virtual void TransitionBarrier(RHIResourceView* resource, ResourceStates stateBefore, ResourceStates stateAfter) = 0;
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```
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资源状态转换是针对 **Resource(Buffer/Texture 本身)** 的,不是针对 View 的。一张 Texture 可能创建多个 View(SRV、RTV、DSV),但状态转换是对整个 Texture 做的。
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**根本原因**:没有区分 Resource 和 ResourceView 的概念。
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**修改建议**:
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```cpp
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// 新增 Resource 基类
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class RHIResource {};
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class RHIBuffer : public RHIResource {};
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class RHITexture : public RHIResource {};
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// 修改 TransitionBarrier
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struct ResourceBarrier {
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RHIResource* resource;
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ResourceStates stateBefore;
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ResourceStates stateAfter;
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uint32_t subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
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};
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virtual void ResourceBarrier(uint32_t count, const ResourceBarrier* barriers) = 0;
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```
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**实现状态**:✅ 已完成 - `RHIResource.h` 已创建,`RHIBuffer` 和 `RHITexture` 已继承自 `RHIResource`
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**问题描述**:当前接口:
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```cpp
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virtual void TransitionBarrier(RHIResourceView* resource, ResourceStates stateBefore, ResourceStates stateAfter) = 0;
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```
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资源状态转换是针对 **Resource(Buffer/Texture 本身)** 的,不是针对 View 的。一张 Texture 可能创建多个 View(SRV、RTV、DSV),但状态转换是对整个 Texture 做的。
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**根本原因**:没有区分 Resource 和 ResourceView 的概念。
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**修改建议**:
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```cpp
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// 新增 Resource 基类
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class RHIResource {};
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class RHIBuffer : public RHIResource {};
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class RHITexture : public RHIResource {};
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// 修改 TransitionBarrier
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struct ResourceBarrier {
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RHIResource* resource;
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ResourceStates stateBefore;
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ResourceStates stateAfter;
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uint32_t subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
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};
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virtual void ResourceBarrier(uint32_t count, const ResourceBarrier* barriers) = 0;
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```
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---
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||||
## 4. 其他需要修改的问题
|
||||
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||||
### 4.1 SetGlobal* 是空操作 ✅ 已完成
|
||||
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||||
**问题**:SetGlobal* 方法(SetGlobalInt/SetGlobalFloat/SetGlobalVec3/SetGlobalVec4/SetGlobalMat4/SetGlobalTexture)在 D3D12 和 OpenGL 中只是缓存值,从不提交到 GPU。
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||||
|
||||
**实现状态**:2026-03-25 已完成 - 移除所有 SetGlobal* 方法
|
||||
|
||||
**移除的方法**(共6个):
|
||||
| 方法 | 问题 |
|
||||
|------|------|
|
||||
| `SetGlobalInt` | 只缓存到 unordered_map,从未提交到 GPU |
|
||||
| `SetGlobalFloat` | 只缓存到 unordered_map,从未提交到 GPU |
|
||||
| `SetGlobalVec3` | 只缓存到 unordered_map,从未提交到 GPU |
|
||||
| `SetGlobalVec4` | 只缓存到 unordered_map,从未提交到 GPU |
|
||||
| `SetGlobalMat4` | 只缓存到 unordered_map,从未提交到 GPU |
|
||||
| `SetGlobalTexture` | 只缓存到 unordered_map,从未提交到 GPU |
|
||||
|
||||
**移除的缓存成员变量**:
|
||||
- D3D12CommandList: `m_globalIntCache`, `m_globalFloatCache`, `m_globalVec3Cache`, `m_globalVec4Cache`, `m_globalMat4Cache`, `m_globalTextureCache`
|
||||
- OpenGLCommandList: 同上
|
||||
|
||||
**说明**:
|
||||
- `SetGlobal*` 从未被代码库中任何地方调用(死代码)
|
||||
- `SetUniform*` 方法已正常工作,使用 shader reflection + 实际 GPU 绑定
|
||||
- 移除后无功能损失
|
||||
|
||||
### 4.2 PrimitiveType 和 PrimitiveTopology 冲突
|
||||
|
||||
详见第一版文档,此处不再赘述。
|
||||
|
||||
### 4.3 OpenGL 特有方法暴露 ✅ 已完成
|
||||
|
||||
**实现状态**:2026-03-25 已完成
|
||||
|
||||
**问题**:OpenGLDevice 和 OpenGLCommandList 暴露了 OpenGL 特有方法,违反"上层只调用抽象接口"原则。
|
||||
|
||||
**修复内容**:
|
||||
|
||||
1. **OpenGLDevice 内部化方法**:
|
||||
- 移除 `GetTextureUnitAllocator()` 和 `GetUniformBufferManager()` 公开访问(移到 private)
|
||||
- 移除 `SwapBuffers()` 公开方法(OpenGLSwapChain 作为 friend 仍可访问)
|
||||
- `GetPresentationDC()` 和 `GetGLContext()` 保留在 private,通过 friend 访问
|
||||
|
||||
2. **新增抽象接口**:
|
||||
- `MakeContextCurrent()` - 封装 `wglMakeCurrent` 操作
|
||||
- `GetNativeContext()` - 返回 GL Context 供 RenderDoc 使用
|
||||
|
||||
3. **保留的逃生舱方法**:
|
||||
- OpenGLCommandList 中的 `PrimitiveType` 相关方法是显式的 OpenGL 逃生舱
|
||||
- 这些方法使用 OpenGL 特有类型,文档化为"backend-specific escape hatch"
|
||||
- 抽象层正确使用 `PrimitiveTopology` 枚举
|
||||
|
||||
**修改的文件**:
|
||||
- `engine/include/XCEngine/RHI/OpenGL/OpenGLDevice.h` - 内部化特有方法,新增 MakeContextCurrent/GetNativeContext
|
||||
- `engine/src/RHI/OpenGL/OpenGLDevice.cpp` - 实现 MakeContextCurrent
|
||||
- `tests/RHI/OpenGL/unit/test_device.cpp` - 移除 SwapBuffers 测试
|
||||
- `tests/RHI/OpenGL/integration/minimal/main.cpp` - 使用 MakeContextCurrent
|
||||
- `tests/RHI/OpenGL/integration/triangle/main.cpp` - 使用 MakeContextCurrent
|
||||
- `tests/RHI/OpenGL/integration/quad/main.cpp` - 使用 MakeContextCurrent
|
||||
- `tests/RHI/OpenGL/integration/sphere/main.cpp` - 使用 MakeContextCurrent
|
||||
|
||||
**说明**:
|
||||
- `PrimitiveType` 枚举在 OpenGL 专用逃生舱方法中使用是可接受的,因为这些是显式的后端特定接口
|
||||
- 抽象层正确使用 `PrimitiveTopology`,不存在类型泄漏问题
|
||||
|
||||
### 4.4 缺少 Compute Pipeline 抽象
|
||||
|
||||
详见第一版文档,此处不再赘述。
|
||||
|
||||
### 4.5 RHIPipelineLayout 空壳
|
||||
|
||||
详见第一版文档,此处不再赘述。
|
||||
|
||||
---
|
||||
|
||||
## 5. 修改后的 CommandList 核心接口
|
||||
|
||||
```cpp
|
||||
class RHICommandList {
|
||||
public:
|
||||
virtual ~RHICommandList() = default;
|
||||
|
||||
// ========== 生命周期 ==========
|
||||
virtual void Reset(RHICommandPool* pool = nullptr) = 0;
|
||||
virtual void Close() = 0;
|
||||
|
||||
// ========== 资源状态转换 ==========
|
||||
virtual void ResourceBarrier(uint32_t count, const ResourceBarrier* barriers) = 0;
|
||||
|
||||
// ========== 渲染通道(新增)==========
|
||||
virtual void BeginRenderPass(
|
||||
RHIRenderPass* renderPass,
|
||||
RHIFramebuffer* framebuffer,
|
||||
const Rect& renderArea,
|
||||
uint32_t clearValueCount,
|
||||
const ClearValue* clearValues) = 0;
|
||||
virtual void EndRenderPass() = 0;
|
||||
|
||||
// ========== 管线与描述符 ==========
|
||||
virtual void SetPipelineState(RHIPipelineState* pso) = 0;
|
||||
virtual void SetGraphicsDescriptorSets(
|
||||
uint32_t firstSet,
|
||||
uint32_t count,
|
||||
RHIDescriptorSet** descriptorSets,
|
||||
RHIPipelineLayout* pipelineLayout) = 0;
|
||||
|
||||
// ========== 动态状态(精简后)==========
|
||||
virtual void SetViewports(uint32_t count, const Viewport* viewports) = 0;
|
||||
virtual void SetScissorRects(uint32_t count, const Rect* rects) = 0;
|
||||
virtual void SetStencilRef(uint8_t ref) = 0;
|
||||
virtual void SetBlendFactor(const float factor[4]) = 0;
|
||||
|
||||
// ========== 顶点/索引 ==========
|
||||
virtual void SetVertexBuffers(
|
||||
uint32_t startSlot,
|
||||
uint32_t count,
|
||||
RHIVertexBufferView** buffers,
|
||||
const uint64_t* offsets,
|
||||
const uint32_t* strides) = 0;
|
||||
virtual void SetIndexBuffer(
|
||||
RHIIndexBufferView* buffer,
|
||||
uint64_t offset,
|
||||
IndexFormat format) = 0;
|
||||
|
||||
// ========== 绘制 ==========
|
||||
virtual void Draw(uint32_t vertexCount, uint32_t instanceCount = 1,
|
||||
uint32_t startVertex = 0, uint32_t startInstance = 0) = 0;
|
||||
virtual void DrawIndexed(uint32_t indexCount, uint32_t instanceCount = 1,
|
||||
uint32_t startIndex = 0, int32_t baseVertex = 0,
|
||||
uint32_t startInstance = 0) = 0;
|
||||
|
||||
// ========== 计算 ==========
|
||||
virtual void SetComputePipelineState(RHIPipelineState* pso) = 0;
|
||||
virtual void SetComputeDescriptorSets(
|
||||
uint32_t firstSet,
|
||||
uint32_t count,
|
||||
RHIDescriptorSet** descriptorSets,
|
||||
RHIPipelineLayout* pipelineLayout) = 0;
|
||||
virtual void Dispatch(uint32_t x, uint32_t y, uint32_t z) = 0;
|
||||
|
||||
// ========== 复制 ==========
|
||||
virtual void CopyResource(RHIResource* dst, RHIResource* src) = 0;
|
||||
|
||||
// ========== 原生句柄 ==========
|
||||
virtual void* GetNativeHandle() = 0;
|
||||
};
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 6. 需要同时新增的抽象
|
||||
|
||||
### 6.1 RHIDescriptorSet
|
||||
```cpp
|
||||
class RHIDescriptorSet {
|
||||
public:
|
||||
virtual ~RHIDescriptorSet() = default;
|
||||
virtual void Update(uint32_t offset, RHIResourceView* view) = 0;
|
||||
virtual void UpdateSampler(uint32_t offset, RHISampler* sampler) = 0;
|
||||
virtual void* GetNativeHandle() = 0;
|
||||
};
|
||||
```
|
||||
|
||||
### 6.2 RHIRenderPass
|
||||
```cpp
|
||||
struct AttachmentDesc {
|
||||
Format format;
|
||||
LoadAction loadOp = LoadAction::DontCare;
|
||||
StoreAction storeOp = StoreAction::Store;
|
||||
LoadAction stencilLoadOp = LoadAction::DontCare;
|
||||
StoreAction stencilStoreOp = StoreAction::DontCare;
|
||||
};
|
||||
|
||||
class RHIRenderPass {
|
||||
public:
|
||||
virtual ~RHIRenderPass() = default;
|
||||
virtual bool Initialize(uint32_t colorAttachmentCount, const AttachmentDesc* colorAttachments,
|
||||
const AttachmentDesc* depthStencilAttachment) = 0;
|
||||
virtual void Shutdown() = 0;
|
||||
virtual void* GetNativeHandle() = 0;
|
||||
};
|
||||
```
|
||||
|
||||
### 6.3 RHIFramebuffer
|
||||
```cpp
|
||||
class RHIFramebuffer {
|
||||
public:
|
||||
virtual ~RHIFramebuffer() = default;
|
||||
virtual bool Initialize(RHIRenderPass* renderPass, uint32_t attachmentCount,
|
||||
RHIResourceView** attachments, uint32_t width, uint32_t height) = 0;
|
||||
virtual void Shutdown() = 0;
|
||||
virtual void* GetNativeHandle() = 0;
|
||||
};
|
||||
```
|
||||
|
||||
### 6.4 RHIResource 基类
|
||||
```cpp
|
||||
class RHIResource {
|
||||
public:
|
||||
virtual ~RHIResource() = default;
|
||||
virtual void* GetNativeHandle() = 0;
|
||||
virtual ResourceStates GetState() const = 0;
|
||||
virtual void SetState(ResourceStates state) = 0;
|
||||
};
|
||||
|
||||
class RHIBuffer : public RHIResource { ... };
|
||||
class RHITexture : public RHIResource { ... };
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 7. 问题优先级总结
|
||||
|
||||
| 优先级 | 问题 | 严重性 | 修复难度 | 状态 |
|
||||
|--------|------|--------|----------|------|
|
||||
| 1 | 字符串查找 SetUniform 不符合 D3D12/Vulkan | 🔴 致命 | 高 | ✅ 已完成 |
|
||||
| 2 | 缺少显式 RenderPass | 🔴 致命 | 高 | ✅ 已完成 |
|
||||
| 3 | 动态状态太多 | 🔴 高 | 高 | ✅ 已完成 |
|
||||
| 4 | ResourceView 类型不明确 | 🟡 中 | 中 | ✅ 基本完成 |
|
||||
| 5 | TransitionBarrier 针对 View 而非 Resource | 🟡 中 | 中 | ✅ 已完成 |
|
||||
| 6 | SetGlobal* 空操作 | 🟡 中 | 低 | ✅ 已完成 |
|
||||
| 7 | OpenGL 特有方法暴露 | 🟡 中 | 高 | ✅ 已完成 |
|
||||
| 8 | 缺少 Compute Pipeline 抽象 | 🟡 中 | 中 | ✅ 已完成 |
|
||||
|
||||
---
|
||||
|
||||
## 8. 总结
|
||||
|
||||
当前 RHI 模块的基础框架有 D3D12/Vulkan 的影子,但**被 OpenGL 风格带偏**了。最核心的问题是:
|
||||
|
||||
1. **用字符串查找设 uniform** —— 这是 OpenGL 风格,必须改成 DescriptorSet 绑定
|
||||
2. **缺少显式 RenderPass** —— 现代 API 的基础,必须添加
|
||||
3. **动态状态太多** —— 应该收敛到 PSO,只保留必要的动态状态
|
||||
|
||||
修复这些问题后,RHI 抽象层将完全对齐 D3D12/Vulkan 的显式模型,未来接入 Vulkan 将会非常顺利。
|
||||
Reference in New Issue
Block a user