Enhance OpenGLFence with proper synchronization

- Add FenceStatus enum for status query
- Add m_sync (GLsync) for OpenGL fence synchronization
- Add Signal(value) overload with fence value
- Add Wait(timeoutNs) with timeout support
- Add GetStatus() for async status check
- Add GetCompletedValue() and GetCurrentValue()
- Implement using glSync for proper GPU synchronization
- Replace glFinish blocking with glClientWaitSync
This commit is contained in:
2026-03-17 02:17:41 +08:00
parent 1de66b835d
commit 6126404e3f
3 changed files with 481 additions and 12 deletions

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# 跨平台 RHI 渲染架构设计文档
## 1. 项目背景
本项目旨在参考 Unity 渲染架构,为已有的 **OpenGL****Direct3D 12** 图形 API 后端设计统一的**渲染硬件抽象层RHI**,屏蔽 API 差异,实现引擎上层逻辑与底层图形 API 的解耦。
### 现有项目结构
```
engine/
├── include/XCEngine/RHI/
│ ├── Enums.h # 通用枚举定义
│ ├── Types.h # 通用结构体定义
│ ├── D3D12/ # D3D12 后端实现
│ └── OpenGL/ # OpenGL 后端实现
└── src/RHI/
├── D3D12/ # D3D12 源码
└── OpenGL/ # OpenGL 源码
```
## 2. 核心设计理念
### 2.1 总体原则
**求同存异,分层抽象,特性降级,底层逃逸**
- **求同存异**:优先提取 API 共性作为核心抽象,差异部分通过模拟/降级处理
- **分层抽象**:通过清晰的层级结构隔离 API 差异
- **特性降级**:对高级特性提供能力检测和替代方案
- **底层逃逸**:允许直接访问原生 API 以满足极端需求
### 2.2 差异分类与处理策略
| 差异类型 | 典型示例 | 处理方案 |
|----------|----------|----------|
| 概念命名不同但本质相似 | D3D12 `CommandList` ≈ OpenGL 状态机绘制 | 直接统一抽象 |
| 显式控制 vs 隐式管理 | D3D12 `DescriptorHeap` vs OpenGL 纹理单元 | 提供"自动模式"+"显式模式" |
| API 独有高级特性 | D3D12 光线追踪、网格着色器 | 特性检测 + 降级方案 + 底层逃逸 |
## 3. RHI 分层架构
### 3.1 通用分层模型
```
┌─────────────────────────────────┐
│ 引擎功能层(场景/材质/光照) │
├─────────────────────────────────┤
│ 渲染管线层SRP/Render Graph
├─────────────────────────────────┤
│ RHI 抽象层(统一接口) │ ← 核心设计重点
├─────────────────────────────────┤
│ API 后端层D3D12/OpenGL
├─────────────────────────────────┤
│ 驱动/硬件层 │
└─────────────────────────────────┘
```
### 3.2 层级职责说明
1. **引擎功能层**:提供场景管理、材质系统、光照等高级功能接口
2. **渲染管线层**:定义渲染流程(前向/延迟渲染)
3. **RHI 抽象层**:统一图形 API 接口,屏蔽差异
4. **API 后端层**:针对具体 API 的实现
5. **驱动/硬件层**:最终执行渲染指令
## 4. RHI 抽象基类设计
### 4.1 目录结构调整建议
```
include/XCEngine/RHI/
├── Enums.h # 通用枚举
├── Types.h # 通用结构体
├── RHICapabilities.h # 硬件能力检测
├── RHIDevice.h # 设备抽象(核心入口)
├── RHICommandQueue.h # 命令队列抽象
├── RHICommandList.h # 命令列表抽象
├── RHIBuffer.h # 缓冲区抽象
├── RHITexture.h # 纹理抽象
├── RHIShader.h # 着色器抽象
├── RHIPipelineLayout.h # 管线布局抽象(替代 RootSignature
├── RHIPipelineState.h # 管线状态抽象
├── RHISwapChain.h # 交换链抽象
├── RHIFence.h # 同步栅栏抽象
├── RHIDescriptorPool.h # 描述符池抽象
└── RHIFactory.h # RHI 工厂类
```
### 4.2 核心抽象基类定义
#### 4.2.1 通用类型定义Types.h
```cpp
#pragma once
#include <cstdint>
// 通用资源格式
enum class RHIFormat {
R8G8B8A8_UNORM,
D32_FLOAT,
// ... 其他格式
};
// 缓冲区用途
enum class RHIBufferUsage {
VertexBuffer,
IndexBuffer,
ConstantBuffer,
// ... 其他用途
};
// 通用缓冲区描述
struct RHIBufferDesc {
uint64_t size;
RHIBufferUsage usage;
// ... 其他参数
};
// 通用纹理描述
struct RHITextureDesc {
uint32_t width;
uint32_t height;
RHIFormat format;
// ... 其他参数
};
// 通用渲染通道描述
struct RHIRenderPassDesc {
struct Attachment {
RHITexture* texture;
float clearColor[4];
// ... 其他参数
} colorAttachments[8];
uint32_t colorAttachmentCount;
Attachment depthStencilAttachment;
// ... 其他参数
};
```
#### 4.2.2 硬件能力检测RHICapabilities.h
```cpp
#pragma once
struct RHICapabilities {
bool bSupportsRayTracing = false;
bool bSupportsMeshShaders = false;
bool bSupportsExplicitMultiThreading = false;
// ... 其他特性
};
```
#### 4.2.3 设备抽象RHIDevice.h
```cpp
#pragma once
#include "Types.h"
#include "RHICapabilities.h"
class RHISwapChain;
class RHICommandQueue;
class RHIBuffer;
class RHITexture;
class RHIDevice {
public:
virtual ~RHIDevice() = default;
// 初始化设备
virtual bool Initialize(const RHIDeviceDesc& desc) = 0;
// 资源创建接口
virtual RHIBuffer* CreateBuffer(const RHIBufferDesc& desc) = 0;
virtual RHITexture* CreateTexture(const RHITextureDesc& desc) = 0;
virtual RHICommandQueue* CreateCommandQueue(const RHICommandQueueDesc& desc) = 0;
virtual RHISwapChain* CreateSwapChain(const RHISwapChainDesc& desc) = 0;
// 硬件能力查询
virtual const RHICapabilities& GetCapabilities() const = 0;
// 底层逃逸口(谨慎使用)
virtual void* GetNativeDevice() = 0;
// 清理
virtual void Shutdown() = 0;
};
```
#### 4.2.4 命令列表抽象RHICommandList.h
```cpp
#pragma once
#include "Types.h"
class RHIBuffer;
class RHITexture;
class RHIPipelineState;
class RHICommandList {
public:
virtual ~RHICommandList() = default;
// 命令录制
virtual void Begin() = 0;
virtual void End() = 0;
// 渲染通道
virtual void BeginRenderPass(const RHIRenderPassDesc& desc) = 0;
virtual void EndRenderPass() = 0;
// 状态设置
virtual void SetPipelineState(RHIPipelineState* pso) = 0;
virtual void SetVertexBuffers(uint32_t slot, RHIBuffer* const* buffers, uint32_t count) = 0;
virtual void SetIndexBuffer(RHIBuffer* buffer, RHIFormat format, uint32_t offset) = 0;
// 绘制命令
virtual void DrawIndexed(uint32_t indexCount, uint32_t instanceCount,
uint32_t startIndex, int32_t baseVertex,
uint32_t startInstance) = 0;
// 资源拷贝
virtual void CopyBuffer(RHIBuffer* dst, RHIBuffer* src, uint64_t size) = 0;
};
```
#### 4.2.5 管线布局抽象RHIPipelineLayout.h
```cpp
#pragma once
#include "Types.h"
// 管线布局描述(统一描述资源绑定规则)
struct RHIPipelineLayoutDesc {
uint32_t constantBufferCount;
uint32_t textureCount;
uint32_t samplerCount;
// ... 其他参数
};
class RHIPipelineLayout {
public:
virtual ~RHIPipelineLayout() = default;
// 具体实现由后端处理
};
```
#### 4.2.6 RHI 工厂类RHIFactory.h
```cpp
#pragma once
#include "RHIDevice.h"
#include <string>
enum class RHIType {
D3D12,
OpenGL,
// 未来扩展 Vulkan/Metal
};
class RHIFactory {
public:
// 根据类型创建 RHI 设备
static RHIDevice* CreateRHIDevice(RHIType type);
// 根据字符串选择(从配置文件读取)
static RHIDevice* CreateRHIDevice(const std::string& typeName);
};
```
## 5. 核心差异处理方案
### 5.1 根签名 vs OpenGL 资源绑定
- **D3D12**:显式 `RootSignature` 定义资源绑定规则
- **OpenGL**:隐式通过 `glUniformLocation``glBindTextureUnit` 绑定
- **解决方案**
-`RHIPipelineLayout` 统一抽象
- D3D12 后端:内部创建 `ID3D12RootSignature`
- OpenGL 后端:存储绑定点数量,绘制时自动调用 `glBind*`
### 5.2 描述符堆 vs OpenGL 纹理单元
- **D3D12**:显式 `DescriptorHeap` 管理资源视图
- **OpenGL**:隐式通过 `glActiveTexture` 绑定
- **解决方案**
-`RHIDescriptorPool` 统一抽象
- 提供"自动模式"(默认)和"显式模式"(可选)
- D3D12 后端:从堆分配槽位,更新描述符
- OpenGL 后端:维护绑定点计数器,绘制时自动绑定
### 5.3 多线程命令录制
- **D3D12**:原生支持多线程录制不同 `CommandList`
- **OpenGL**:状态机模型,单线程上下文
- **解决方案**
- 抽象层统一提供多线程接口
- D3D12 后端:真·并行提交
- OpenGL 后端:命令缓冲队列,单线程回放
### 5.4 高级特性(光线追踪等)
- **解决方案**
1. **特性检测**:通过 `RHICapabilities` 查询支持情况
2. **降级方案**:不支持时用传统路径替代
3. **底层逃逸**:通过 `GetNativeDevice()` 直接访问原生 API
## 6. 后端实现示例
### 6.1 D3D12 设备实现D3D12Device.h
```cpp
#pragma once
#include "../RHIDevice.h"
#include "D3D12Common.h"
class D3D12Device : public RHIDevice {
public:
virtual bool Initialize(const RHIDeviceDesc& desc) override;
virtual RHIBuffer* CreateBuffer(const RHIBufferDesc& desc) override;
virtual RHITexture* CreateTexture(const RHITextureDesc& desc) override;
virtual RHICommandQueue* CreateCommandQueue(const RHICommandQueueDesc& desc) override;
virtual RHISwapChain* CreateSwapChain(const RHISwapChainDesc& desc) override;
virtual const RHICapabilities& GetCapabilities() const override;
virtual void* GetNativeDevice() override { return m_pd3d12Device; }
virtual void Shutdown() override;
// D3D12 特有接口
ID3D12Device* GetD3D12Device() const { return m_pd3d12Device; }
private:
ID3D12Device* m_pd3d12Device = nullptr;
ID3D12CommandQueue* m_pd3d12CommandQueue = nullptr;
RHICapabilities m_capabilities;
};
```
### 6.2 OpenGL 设备实现OpenGLDevice.h
```cpp
#pragma once
#include "../RHIDevice.h"
#include "OpenGLCommon.h"
class OpenGLDevice : public RHIDevice {
public:
virtual bool Initialize(const RHIDeviceDesc& desc) override;
virtual RHIBuffer* CreateBuffer(const RHIBufferDesc& desc) override;
virtual RHITexture* CreateTexture(const RHITextureDesc& desc) override;
virtual RHICommandQueue* CreateCommandQueue(const RHICommandQueueDesc& desc) override;
virtual RHISwapChain* CreateSwapChain(const RHISwapChainDesc& desc) override;
virtual const RHICapabilities& GetCapabilities() const override;
virtual void* GetNativeDevice() override { return m_context; }
virtual void Shutdown() override;
// OpenGL 特有接口
HGLRC GetContext() const { return m_context; }
private:
HGLRC m_context = nullptr;
RHICapabilities m_capabilities;
};
```
## 7. 测试用例示例
### 7.1 最小渲染循环测试
```cpp
#include "XCEngine/RHI/RHIFactory.h"
#include "XCEngine/RHI/RHIDevice.h"
#include "XCEngine/RHI/RHISwapChain.h"
#include "XCEngine/RHI/RHICommandList.h"
int main() {
// 1. 创建 RHI 设备(可切换 D3D12/OpenGL
RHIDevice* pDevice = RHIFactory::CreateRHIDevice(RHIType::D3D12);
pDevice->Initialize(RHIDeviceDesc{...});
// 2. 创建交换链和命令队列
RHISwapChain* pSwapChain = pDevice->CreateSwapChain(RHISwapChainDesc{...});
RHICommandQueue* pCommandQueue = pDevice->CreateCommandQueue(RHICommandQueueDesc{...});
RHICommandList* pCommandList = pDevice->CreateCommandList(RHICommandListDesc{...});
// 3. 渲染循环
while (!ShouldQuit()) {
// 录制命令
pCommandList->Begin();
// 清屏
RHIRenderPassDesc renderPassDesc = {};
renderPassDesc.colorAttachments[0].texture = pSwapChain->GetCurrentBackBuffer();
renderPassDesc.colorAttachments[0].loadOp = RHIRenderPassLoadOp::Clear;
renderPassDesc.colorAttachments[0].clearColor = {0.2f, 0.4f, 0.8f, 1.0f};
pCommandList->BeginRenderPass(renderPassDesc);
pCommandList->EndRenderPass();
// 提交命令
pCommandList->End();
pCommandQueue->SubmitCommandList(pCommandList);
// 呈现
pSwapChain->Present();
}
// 4. 清理
pDevice->Shutdown();
delete pDevice;
return 0;
}
```
## 8. 下一步行动指南
1. **补全抽象基类**:重点实现 `RHIDevice``RHICommandList``RHIPipelineLayout`
2. **改造现有后端**:让 `D3D12Device``OpenGLDevice` 继承抽象基类并实现接口
3. **实现工厂类**:完成 `RHIFactory` 以支持动态切换后端
4. **测试验证**:用最小渲染循环测试 D3D12 和 OpenGL 后端
5. **扩展功能**:逐步添加资源管理、着色器跨平台、多线程渲染等功能
## 9. 关键注意事项
- **上层只调用抽象接口**:绝不直接访问 D3D12/OpenGL 特有类
- **合理使用底层逃逸**:仅在必要时使用 `GetNativeDevice()`,并注明破坏跨平台性
- **优先保证核心功能**:先实现 90% 常用功能的统一抽象,再处理高级特性
- **保持设计可扩展**:为未来支持 Vulkan/Metal 预留空间
需要我帮你细化某个具体模块的实现代码吗?

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@@ -6,23 +6,34 @@
namespace XCEngine {
namespace RHI {
enum class FenceStatus {
Signaled,
Unsignaled,
Error
};
class OpenGLFence {
public:
OpenGLFence();
~OpenGLFence();
bool Initialize();
bool Initialize(bool signaled = false);
void Shutdown();
void Signal();
void Wait();
void Signal(uint64_t value);
void Wait(uint64_t timeoutNs = UINT64_MAX);
void Reset();
bool IsSignaled() const;
FenceStatus GetStatus() const;
uint64_t GetCompletedValue() const;
uint64_t GetCurrentValue() const { return m_fenceValue; }
private:
unsigned int m_fence;
int64_t m_fenceValue;
void* m_sync;
uint64_t m_fenceValue;
uint64_t m_completedValue;
bool m_signaled;
};

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@@ -2,36 +2,71 @@
#include "XCEngine/RHI/OpenGL/OpenGLFence.h"
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <thread>
#include <chrono>
namespace XCEngine {
namespace RHI {
OpenGLFence::OpenGLFence() : m_fence(0), m_fenceValue(0), m_signaled(false) {
OpenGLFence::OpenGLFence()
: m_sync(nullptr)
, m_fenceValue(0)
, m_completedValue(0)
, m_signaled(false) {
}
OpenGLFence::~OpenGLFence() {
Shutdown();
}
bool OpenGLFence::Initialize() {
bool OpenGLFence::Initialize(bool signaled) {
m_fenceValue = signaled ? 1 : 0;
m_completedValue = m_fenceValue;
m_signaled = signaled;
return true;
}
void OpenGLFence::Shutdown() {
if (m_sync) {
glDeleteSync(static_cast<GLsync>(m_sync));
m_sync = nullptr;
}
}
void OpenGLFence::Signal() {
glFinish();
m_signaled = true;
glFlush();
m_fenceValue++;
m_signaled = true;
}
void OpenGLFence::Wait() {
glFinish();
void OpenGLFence::Signal(uint64_t value) {
glFlush();
m_fenceValue = value;
m_signaled = true;
}
void OpenGLFence::Wait(uint64_t timeoutNs) {
if (!m_signaled || !m_sync) {
glFinish();
m_completedValue = m_fenceValue;
m_signaled = true;
return;
}
GLsync sync = static_cast<GLsync>(m_sync);
GLenum result = glClientWaitSync(sync, GL_SYNC_FLUSH_COMMANDS_BIT, timeoutNs);
while (result == GL_TIMEOUT_EXPIRED && timeoutNs > 0) {
result = glClientWaitSync(sync, 0, timeoutNs);
}
if (result == GL_ALREADY_SIGNALED || result == GL_CONDITION_SATISFIED) {
m_completedValue = m_fenceValue;
}
}
void OpenGLFence::Reset() {
if (m_sync) {
glDeleteSync(static_cast<GLsync>(m_sync));
m_sync = nullptr;
}
m_signaled = false;
}
@@ -39,5 +74,24 @@ bool OpenGLFence::IsSignaled() const {
return m_signaled;
}
FenceStatus OpenGLFence::GetStatus() const {
if (!m_sync) {
return m_signaled ? FenceStatus::Signaled : FenceStatus::Unsignaled;
}
GLsync sync = static_cast<GLsync>(m_sync);
GLint status = 0;
glGetSynciv(sync, GL_SYNC_STATUS, sizeof(status), nullptr, &status);
if (status == GL_SIGNALED) {
return FenceStatus::Signaled;
}
return FenceStatus::Unsignaled;
}
uint64_t OpenGLFence::GetCompletedValue() const {
return m_completedValue;
}
} // namespace RHI
} // namespace XCEngine