checkpoint(new_editor): native d3d12 ui path
Key node 1: move main-window UI presentation onto the D3D12 render loop with native UI renderer, text system, and texture host. Key node 2: wire frame timing/FPS display, window runtime, swapchain presentation, and native screenshot capture around the new path. Key node 3: carry editor shell/workspace/viewport/panel interaction updates needed by the new renderer and detached window flow. Key node 4: pump async resource loads and scene bridge follow-up needed for scene content visibility in new_editor.
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@@ -3,28 +3,22 @@
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namespace XCEngine::UI::Editor::Host {
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D3D12WindowRenderLoopAttachResult D3D12WindowRenderLoop::Attach(
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NativeRenderer& uiRenderer,
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D3D12UiRenderer& uiRenderer,
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D3D12WindowRenderer& windowRenderer) {
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m_uiRenderer = &uiRenderer;
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m_windowRenderer = &windowRenderer;
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D3D12WindowRenderLoopAttachResult result = {};
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result.hasViewportSurfacePresentation = m_uiRenderer->AttachWindowRenderer(*m_windowRenderer);
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result.hasViewportSurfacePresentation =
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m_windowRenderer->GetSwapChain() != nullptr &&
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m_windowRenderer->GetRHIDevice() != nullptr;
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if (!result.hasViewportSurfacePresentation) {
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const std::string& interopError = m_uiRenderer->GetLastRenderError();
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result.interopWarning = interopError.empty()
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? "native renderer d3d12 interop unavailable; falling back to hwnd renderer."
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: "native renderer d3d12 interop unavailable; falling back to hwnd renderer: " +
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interopError;
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result.warning = "window render loop attach requires an initialized D3D12 window renderer.";
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}
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return result;
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}
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void D3D12WindowRenderLoop::Detach() {
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if (m_uiRenderer != nullptr) {
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m_uiRenderer->DetachWindowRenderer();
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}
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m_uiRenderer = nullptr;
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m_windowRenderer = nullptr;
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}
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@@ -51,16 +45,10 @@ D3D12WindowRenderLoopFrameContext D3D12WindowRenderLoop::BeginFrame() const {
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D3D12WindowRenderLoopResizeResult D3D12WindowRenderLoop::ApplyResize(UINT width, UINT height) {
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D3D12WindowRenderLoopResizeResult result = {};
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if (m_uiRenderer == nullptr || m_windowRenderer == nullptr) {
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result.interopWarning = "window render loop is detached.";
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result.windowRendererWarning = "window render loop is detached.";
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return result;
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}
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m_uiRenderer->Resize(width, height);
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const bool hadViewportSurfacePresentation = m_uiRenderer->HasAttachedWindowRenderer();
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if (hadViewportSurfacePresentation) {
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m_uiRenderer->ReleaseWindowRendererBackBufferTargets();
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}
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const bool resizedWindowRenderer =
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m_windowRenderer->Resize(static_cast<int>(width), static_cast<int>(height));
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if (!resizedWindowRenderer || !m_windowRenderer->GetLastError().empty()) {
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@@ -70,36 +58,10 @@ D3D12WindowRenderLoopResizeResult D3D12WindowRenderLoop::ApplyResize(UINT width,
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: "window renderer resize warning: " + resizeError;
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}
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if (!resizedWindowRenderer) {
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if (hadViewportSurfacePresentation) {
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result.hasViewportSurfacePresentation =
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m_uiRenderer->RebuildWindowRendererBackBufferTargets();
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if (!result.hasViewportSurfacePresentation) {
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const D3D12WindowRenderLoopAttachResult attachResult =
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Attach(*m_uiRenderer, *m_windowRenderer);
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result.hasViewportSurfacePresentation = attachResult.hasViewportSurfacePresentation;
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result.interopWarning = attachResult.interopWarning;
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}
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}
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return result;
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}
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if (hadViewportSurfacePresentation) {
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result.hasViewportSurfacePresentation =
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m_uiRenderer->RebuildWindowRendererBackBufferTargets();
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if (!result.hasViewportSurfacePresentation) {
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const D3D12WindowRenderLoopAttachResult attachResult =
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Attach(*m_uiRenderer, *m_windowRenderer);
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result.hasViewportSurfacePresentation = attachResult.hasViewportSurfacePresentation;
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result.interopWarning = attachResult.interopWarning;
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}
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return result;
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}
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const D3D12WindowRenderLoopAttachResult attachResult =
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Attach(*m_uiRenderer, *m_windowRenderer);
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result.hasViewportSurfacePresentation = attachResult.hasViewportSurfacePresentation;
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result.interopWarning = attachResult.interopWarning;
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result.hasViewportSurfacePresentation =
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resizedWindowRenderer &&
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m_windowRenderer->GetSwapChain() != nullptr &&
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m_windowRenderer->GetCurrentRenderSurface() != nullptr;
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return result;
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}
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@@ -111,31 +73,77 @@ D3D12WindowRenderLoopPresentResult D3D12WindowRenderLoop::Present(
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return result;
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}
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if (HasViewportSurfacePresentation()) {
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result.framePresented = m_uiRenderer->RenderToWindowRenderer(drawData);
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if (!result.framePresented) {
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const std::string& composeError = m_uiRenderer->GetLastRenderError();
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result.warning = composeError.empty()
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? "d3d12 window composition failed, falling back to hwnd renderer."
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: "d3d12 window composition failed, falling back to hwnd renderer: " +
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composeError;
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}
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if (!HasViewportSurfacePresentation()) {
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result.warning = "window render loop has no active D3D12 presentation path.";
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return result;
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}
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if (!result.framePresented) {
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result.framePresented = m_uiRenderer->Render(drawData);
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if (!result.framePresented && result.warning.empty()) {
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result.warning = m_uiRenderer->GetLastRenderError();
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}
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if (!m_windowRenderer->PrepareCurrentBackBufferForUiRender()) {
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const std::string& error = m_windowRenderer->GetLastError();
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result.warning = error.empty()
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? "failed to prepare the current back buffer for UI rendering."
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: error;
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return result;
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}
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const ::XCEngine::Rendering::RenderContext renderContext =
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m_windowRenderer->GetRenderContext();
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const ::XCEngine::Rendering::RenderSurface* surface =
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m_windowRenderer->GetCurrentRenderSurface();
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if (surface == nullptr) {
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result.warning = "window render loop could not resolve the current back buffer surface.";
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return result;
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}
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if (!m_uiRenderer->Render(drawData, renderContext, *surface)) {
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const std::string& error = m_uiRenderer->GetLastError();
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result.warning = error.empty()
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? "d3d12 ui renderer failed to render the current frame."
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: error;
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return result;
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}
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if (!m_windowRenderer->FinalizeCurrentBackBufferForPresent()) {
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const std::string& error = m_windowRenderer->GetLastError();
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result.warning = error.empty()
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? "failed to finalize the current back buffer for present."
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: error;
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return result;
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}
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if (!m_windowRenderer->SubmitFrame()) {
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const std::string& error = m_windowRenderer->GetLastError();
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result.warning = error.empty()
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? "failed to submit the current D3D12 frame."
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: error;
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return result;
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}
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if (!m_windowRenderer->SignalFrameCompletion()) {
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const std::string& error = m_windowRenderer->GetLastError();
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result.warning = error.empty()
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? "failed to signal current frame completion."
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: error;
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return result;
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}
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if (!m_windowRenderer->PresentFrame()) {
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const std::string& error = m_windowRenderer->GetLastError();
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result.warning = error.empty()
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? "failed to present the swap chain."
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: error;
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return result;
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}
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result.framePresented = true;
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return result;
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}
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bool D3D12WindowRenderLoop::HasViewportSurfacePresentation() const {
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return m_uiRenderer != nullptr &&
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m_windowRenderer != nullptr &&
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m_uiRenderer->HasAttachedWindowRenderer();
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m_windowRenderer->GetSwapChain() != nullptr &&
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m_windowRenderer->GetCurrentRenderSurface() != nullptr;
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}
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} // namespace XCEngine::UI::Editor::Host
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