Refactor resource management and enforce code formatting

Refactored `D3D12ResourceAllocator` to improve maintainability,
introducing new descriptor creation methods, utility functions,
and enhanced resource handling. Added thread safety and proper
disposal logic. Updated `.editorconfig` to enforce consistent
`using` directive sorting and increased max line length.

Revised `BufferUsage` enum in `Common.cs` to include new flags
and reorganized existing ones. Refactored `RenderTargetDesc`
conversion to an instance method. Adjusted `MeshRenderPass`
for consistency and added a parameter to `Execute`.

Minor formatting updates in `ShaderCode.hlsl` and cleanup of
unused directives in `D3D12Utility.cs`. Overall, these changes
enhance readability, maintainability, and functionality.
This commit is contained in:
2025-11-03 22:11:31 +09:00
parent a8d7cd8828
commit 017153aa02
11 changed files with 350 additions and 244 deletions

View File

@@ -1,56 +1,29 @@
using Ghost.Core;
using Ghost.Core.Graphics;
using Ghost.Core.Utilities;
using Ghost.Graphics.Core;
using Ghost.Graphics.RHI;
using Ghost.Graphics.D3D12.Utilities;
using Misaki.HighPerformance.Mathematics;
using Misaki.HighPerformance.LowLevel.Collections;
using System.Runtime.CompilerServices;
using TerraFX.Interop.DirectX;
using TerraFX.Interop.Windows;
using static TerraFX.Aliases.D3D12_Alias;
using static TerraFX.Aliases.D3D12MA_Alias;
using static TerraFX.Aliases.DXGI_Alias;
using static TerraFX.Interop.DirectX.D3D12MemAlloc;
using Ghost.Graphics.Core;
namespace Ghost.Graphics.D3D12;
internal unsafe class D3D12ResourceAllocator : IResourceAllocator, IDisposable
internal unsafe sealed partial class D3D12ResourceAllocator
{
// NOTE: _MAX_BYTES may not be accurate, we need to verify it with feature level checks.
private const uint _MAX_BYTES = D3D12_REQ_RESOURCE_SIZE_IN_MEGABYTES_EXPRESSION_A_TERM * 1024u * 1024u;
private const uint _MAX_TEXTURE2D_DIMENSION = 16384u;
private const uint _MAX_TEXTURE3D_DIMENSION = 2048u;
private ComPtr<D3D12MA_Allocator> _allocator;
private readonly RenderSystem _renderSystem;
private readonly D3D12RenderDevice _device;
private readonly D3D12DescriptorAllocator _descriptorAllocator;
private readonly D3D12ResourceDatabase _resourceDatabase;
private UnsafeQueue<Handle<GPUResource>> _temResources = new(64, Misaki.HighPerformance.LowLevel.Buffer.Allocator.Persistent);
public D3D12ResourceAllocator(RenderSystem renderSystem, D3D12RenderDevice device, D3D12DescriptorAllocator descriptorAllocator, D3D12ResourceDatabase resourceDatabase)
{
var desc = new D3D12MA_ALLOCATOR_DESC
{
pAdapter = (IDXGIAdapter*)device.Adapter,
pDevice = (ID3D12Device*)device.NativeDevice,
Flags = D3D12MA_ALLOCATOR_FLAG_DEFAULT_POOLS_NOT_ZEROED | D3D12MA_ALLOCATOR_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED,
};
D3D12MA_CreateAllocator(&desc, _allocator.GetAddressOf());
_device = device;
_renderSystem = renderSystem;
_descriptorAllocator = descriptorAllocator;
_resourceDatabase = resourceDatabase;
}
~D3D12ResourceAllocator()
{
Dispose();
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static void CheckBufferSize(ulong sizeInBytes)
{
@@ -69,20 +42,7 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator, IDisposable
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private Handle<GPUResource> TrackResource(ComPtr<D3D12MA_Allocation> allocation, D3D12_RESOURCE_STATES state, ResourceViewGroup resourceDescriptor, ResourceDesc desc, bool isTemp)
{
var handle = _resourceDatabase.AddResource(allocation, _renderSystem.CPUFenceValue, D3D12StatesToRHIState(state), resourceDescriptor, desc);
if (isTemp)
{
_temResources.Enqueue(handle);
}
return handle;
}
private static D3D12_SHADER_RESOURCE_VIEW_DESC CreateSrvDesc(ID3D12Resource* pResource, bool isCubeMap, uint mipLevels, uint arraySize)
private static D3D12_SHADER_RESOURCE_VIEW_DESC CreateTextureSrvDesc(ID3D12Resource* pResource, uint mipLevels, uint arraySize, bool isCubeMap)
{
var resourceDesc = pResource->GetDesc();
var srvDesc = new D3D12_SHADER_RESOURCE_VIEW_DESC
@@ -169,6 +129,34 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator, IDisposable
return srvDesc;
}
private static D3D12_SHADER_RESOURCE_VIEW_DESC CreateBufferSrvDesc(ID3D12Resource* pResource, uint stride, bool isRaw)
{
var resourceDesc = pResource->GetDesc();
var srvDesc = new D3D12_SHADER_RESOURCE_VIEW_DESC
{
Format = resourceDesc.Format,
ViewDimension = D3D12_SRV_DIMENSION_BUFFER,
Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING
};
if (isRaw)
{
srvDesc.Buffer.FirstElement = 0;
srvDesc.Buffer.NumElements = (uint)(resourceDesc.Width / 4u);
srvDesc.Buffer.StructureByteStride = 0;
srvDesc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
}
else // Assumes Structured
{
srvDesc.Buffer.FirstElement = 0;
srvDesc.Buffer.NumElements = (uint)(resourceDesc.Width / stride);
srvDesc.Buffer.StructureByteStride = stride;
srvDesc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
}
return srvDesc;
}
private static D3D12_RENDER_TARGET_VIEW_DESC CreateRtvDesc(ID3D12Resource* pResource, uint mipSlice = 0, uint firstArraySlice = 0, uint planeSlice = 0)
{
var resourceDesc = pResource->GetDesc();
@@ -333,7 +321,7 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator, IDisposable
return dsvDesc;
}
private static D3D12_UNORDERED_ACCESS_VIEW_DESC CreateUavDesc(ID3D12Resource* pResource, uint mipSlice = 0, uint firstArraySlice = 0, uint planeSlice = 0)
private static D3D12_UNORDERED_ACCESS_VIEW_DESC CreateTextureUavDesc(ID3D12Resource* pResource, uint mipSlice = 0, uint firstArraySlice = 0, uint planeSlice = 0)
{
var resourceDesc = pResource->GetDesc();
var uavDesc = new D3D12_UNORDERED_ACCESS_VIEW_DESC
@@ -415,12 +403,253 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator, IDisposable
return uavDesc;
}
private static D3D12_UNORDERED_ACCESS_VIEW_DESC CreateBufferUavDesc(ID3D12Resource* pResource, uint stride, bool isRaw)
{
var resourceDesc = pResource->GetDesc();
var uavDesc = new D3D12_UNORDERED_ACCESS_VIEW_DESC
{
Format = resourceDesc.Format,
ViewDimension = D3D12_UAV_DIMENSION_BUFFER,
};
if (isRaw)
{
uavDesc.Buffer.FirstElement = 0;
uavDesc.Buffer.NumElements = (uint)(resourceDesc.Width / 4u);
uavDesc.Buffer.StructureByteStride = 0;
uavDesc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW;
}
else // Assumes Structured
{
uavDesc.Buffer.FirstElement = 0;
uavDesc.Buffer.NumElements = (uint)(resourceDesc.Width / stride);
uavDesc.Buffer.StructureByteStride = stride;
uavDesc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
}
return uavDesc;
}
private static DXGI_FORMAT ConvertTextureFormat(TextureFormat format)
{
return format switch
{
TextureFormat.R8G8B8A8_UNorm => DXGI_FORMAT_R8G8B8A8_UNORM,
TextureFormat.B8G8R8A8_UNorm => DXGI_FORMAT_B8G8R8A8_UNORM,
TextureFormat.R16G16B16A16_Float => DXGI_FORMAT_R16G16B16A16_FLOAT,
TextureFormat.R32G32B32A32_Float => DXGI_FORMAT_R32G32B32A32_FLOAT,
TextureFormat.D24_UNorm_S8_UInt => DXGI_FORMAT_D24_UNORM_S8_UINT,
TextureFormat.D32_Float => DXGI_FORMAT_D32_FLOAT,
_ => throw new ArgumentException($"Unsupported texture format: {format}")
};
}
private static D3D12_RESOURCE_FLAGS ConvertTextureUsage(TextureUsage usage)
{
var flags = D3D12_RESOURCE_FLAG_NONE;
if (usage.HasFlag(TextureUsage.RenderTarget))
{
flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
}
if (usage.HasFlag(TextureUsage.DepthStencil))
{
flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
}
if (usage.HasFlag(TextureUsage.UnorderedAccess))
{
flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
}
return flags;
}
private static D3D12_RESOURCE_FLAGS ConvertBufferUsage(BufferUsage usage)
{
var flags = D3D12_RESOURCE_FLAG_NONE;
if (usage.HasFlag(BufferUsage.Raw) || usage.HasFlag(BufferUsage.UnorderedAccess))
{
flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
}
return flags;
}
private static D3D12_HEAP_TYPE ConvertMemoryType(ResourceMemoryType memoryType)
{
return memoryType switch
{
ResourceMemoryType.Default => D3D12_HEAP_TYPE_DEFAULT,
ResourceMemoryType.Upload => D3D12_HEAP_TYPE_UPLOAD,
ResourceMemoryType.Readback => D3D12_HEAP_TYPE_READBACK,
_ => throw new ArgumentException($"Unsupported memory type: {memoryType}")
};
}
private static D3D12_RESOURCE_STATES DetermineInitialTextureState(TextureUsage usage)
{
if (usage.HasFlag(TextureUsage.RenderTarget))
{
return D3D12_RESOURCE_STATE_RENDER_TARGET;
}
if (usage.HasFlag(TextureUsage.DepthStencil))
{
return D3D12_RESOURCE_STATE_DEPTH_WRITE;
}
if (usage.HasFlag(TextureUsage.UnorderedAccess))
{
return D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
}
return D3D12_RESOURCE_STATE_COMMON;
}
private static D3D12_RESOURCE_STATES DetermineInitialBufferState(BufferUsage usage, ResourceMemoryType memoryType)
{
if (memoryType == ResourceMemoryType.Upload)
{
return D3D12_RESOURCE_STATE_GENERIC_READ;
}
if (memoryType == ResourceMemoryType.Readback)
{
return D3D12_RESOURCE_STATE_COPY_DEST;
}
// Default to Common, but check for specific roles
var state = D3D12_RESOURCE_STATE_COMMON;
if (usage.HasFlag(BufferUsage.Vertex) || usage.HasFlag(BufferUsage.Constant))
{
// Vertex and Constant buffers can share this state
state |= D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
}
if (usage.HasFlag(BufferUsage.Index))
{
state |= D3D12_RESOURCE_STATE_INDEX_BUFFER;
}
if (usage.HasFlag(BufferUsage.UnorderedAccess))
{
state |= D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
}
if (usage.HasFlag(BufferUsage.IndirectArgument))
{
state |= D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT;
}
// If only one state is set (e.g., just IndexBuffer), return it directly
// This is a common optimization to avoid an initial barrier
if (math.ispow2((int)state))
{
return state;
}
// If multiple roles (e.g., Vertex and Index), start in COMMON
// or return the combined state if they are compatible
// For simplicity, we'll just check for the common "Vertex/Constant" combo
if (state == D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER)
{
return D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
}
// If it's a mix, start in common and let the user barrier
return D3D12_RESOURCE_STATE_COMMON;
}
private static ResourceState D3D12StatesToRHIState(D3D12_RESOURCE_STATES states)
{
return states switch
{
//case ResourceStates.None:
//case ResourceStates.Present:
D3D12_RESOURCE_STATE_COMMON => ResourceState.Common,
D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER => ResourceState.VertexAndConstantBuffer,
D3D12_RESOURCE_STATE_INDEX_BUFFER => ResourceState.IndexBuffer,
D3D12_RESOURCE_STATE_RENDER_TARGET => ResourceState.RenderTarget,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS => ResourceState.UnorderedAccess,
D3D12_RESOURCE_STATE_DEPTH_WRITE => ResourceState.DepthWrite,
D3D12_RESOURCE_STATE_DEPTH_READ => ResourceState.DepthRead,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE => ResourceState.PixelShaderResource,
//case ResourceStates.Predication:
D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT => ResourceState.IndirectArgument,
D3D12_RESOURCE_STATE_COPY_DEST => ResourceState.CopyDest,
D3D12_RESOURCE_STATE_COPY_SOURCE => ResourceState.CopySource,
D3D12_RESOURCE_STATE_GENERIC_READ => ResourceState.GenericRead,
_ => ResourceState.Common,
};
}
}
// TODO: Thread safety for resource allocator
// A common solution is to use ticket. Each allocation request create a ticket and put it into a thread-safe queue. A dedicated thread process the queue and fulfill the requests.
internal unsafe sealed partial class D3D12ResourceAllocator : IResourceAllocator, IDisposable
{
private readonly RenderSystem _renderSystem;
private readonly D3D12RenderDevice _device;
private readonly D3D12DescriptorAllocator _descriptorAllocator;
private readonly D3D12ResourceDatabase _resourceDatabase;
private ComPtr<D3D12MA_Allocator> _allocator;
private UnsafeQueue<Handle<GPUResource>> _temResources;
private bool _disposed;
public D3D12ResourceAllocator(RenderSystem renderSystem, D3D12RenderDevice device, D3D12DescriptorAllocator descriptorAllocator, D3D12ResourceDatabase resourceDatabase)
{
var desc = new D3D12MA_ALLOCATOR_DESC
{
pAdapter = (IDXGIAdapter*)device.Adapter,
pDevice = (ID3D12Device*)device.NativeDevice,
Flags = D3D12MA_ALLOCATOR_FLAG_DEFAULT_POOLS_NOT_ZEROED | D3D12MA_ALLOCATOR_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED,
};
D3D12MA_Allocator* pAllocator = default;
ThrowIfFailed(D3D12MA_CreateAllocator(&desc, &pAllocator));
_allocator.Attach(pAllocator);
_device = device;
_renderSystem = renderSystem;
_descriptorAllocator = descriptorAllocator;
_resourceDatabase = resourceDatabase;
_temResources = new(64, Misaki.HighPerformance.LowLevel.Buffer.Allocator.Persistent);
}
~D3D12ResourceAllocator()
{
Dispose();
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private Handle<GPUResource> TrackResource(ComPtr<D3D12MA_Allocation> allocation, D3D12_RESOURCE_STATES state, ResourceViewGroup resourceDescriptor, ResourceDesc desc, bool isTemp)
{
var handle = _resourceDatabase.AddResource(allocation, _renderSystem.CPUFenceValue, D3D12StatesToRHIState(state), resourceDescriptor, desc);
if (isTemp)
{
_temResources.Enqueue(handle);
}
return handle;
}
public Handle<Texture> CreateTexture(ref readonly TextureDesc desc, bool isTemp = false)
{
CheckTexture2DSize(desc.Width, desc.Height);
var d3d12Format = ConvertTextureFormat(desc.Format);
var mipLevels = desc.MipLevels == 0 ? (ushort)(1 + Math.Floor(Math.Log2(Math.Max(desc.Width, desc.Height)))) : (ushort)desc.MipLevels;
var maxDimension = Math.Max(desc.Width, Math.Max(desc.Height, desc.Slice));
var mipLevels = desc.MipLevels == 0
? (ushort)(1 + Math.Floor(Math.Log2(maxDimension)))
: (ushort)desc.MipLevels;
var resourceFlags = ConvertTextureUsage(desc.Usage);
var resourceDesc = desc.Dimension switch
@@ -479,7 +708,7 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator, IDisposable
var cpuHandle = _descriptorAllocator.GetCpuHandle(resourceDescriptor.srv);
var isCubeMap = desc.Dimension == TextureDimension.TextureCube || desc.Dimension == TextureDimension.TextureCubeArray;
var srvDesc = CreateSrvDesc(allocation.Get()->GetResource(), isCubeMap, mipLevels, desc.Slice);
var srvDesc = CreateTextureSrvDesc(allocation.Get()->GetResource(), mipLevels, desc.Slice, isCubeMap);
_device.NativeDevice->CreateShaderResourceView(allocation.Get()->GetResource(), &srvDesc, cpuHandle);
}
@@ -506,7 +735,7 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator, IDisposable
{
resourceDescriptor.uav = _descriptorAllocator.AllocateCbvSrvUav(isTemp);
var cpuHandle = _descriptorAllocator.GetCpuHandle(resourceDescriptor.uav);
var uavDesc = CreateUavDesc(allocation.Get()->GetResource());
var uavDesc = CreateTextureUavDesc(allocation.Get()->GetResource());
_device.NativeDevice->CreateUnorderedAccessView(allocation.Get()->GetResource(), null, &uavDesc, cpuHandle);
}
@@ -518,17 +747,20 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator, IDisposable
public Handle<Texture> CreateRenderTarget(ref readonly RenderTargetDesc desc, bool isTemp = false)
{
var textureDesc = RenderTargetDesc.ToTextureDescripton(desc);
var textureDesc = desc.ToTextureDescripton();
return CreateTexture(ref textureDesc, isTemp);
}
// FIX: This is not correct! Fix it!
public Handle<GraphicsBuffer> CreateBuffer(ref readonly BufferDesc desc, bool isTemp = false)
{
CheckBufferSize(desc.Size);
var resourceDescription = D3D12_RESOURCE_DESC.Buffer(desc.Size, ConvertBufferUsage(desc.Usage));
resourceDescription.Format = desc.Usage.HasFlag(BufferUsage.Raw) ? DXGI_FORMAT_R32_TYPELESS : DXGI_FORMAT_UNKNOWN;
var isRaw = desc.Usage.HasFlag(BufferUsage.Raw);
if (isRaw)
{
resourceDescription.Format = DXGI_FORMAT_R32_TYPELESS;
}
var allocationDesc = new D3D12MA_ALLOCATION_DESC
{
@@ -542,34 +774,39 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator, IDisposable
ThrowIfFailed(_allocator.Get()->CreateResource(&allocationDesc, &resourceDescription, initialState, null, allocation.GetAddressOf(), Win32Utility.IID_NULL, null));
var resourceDescriptor = ResourceViewGroup.Invalid;
var pResource = allocation.Get()->GetResource();
if (desc.Usage.HasFlag(BufferUsage.Constant))
{
// D3D12 CBV size must be 256-byte aligned
var alignedSize = (uint)(desc.Size + 255) & ~255u;
resourceDescriptor.cbv = _descriptorAllocator.AllocateCbvSrvUav(isTemp);
var cbvDesc = new D3D12_CONSTANT_BUFFER_VIEW_DESC
{
BufferLocation = pResource->GetGPUVirtualAddress(),
SizeInBytes = alignedSize
};
_device.NativeDevice->CreateConstantBufferView(&cbvDesc, _descriptorAllocator.GetCpuHandle(resourceDescriptor.cbv));
}
if (desc.Usage.HasFlag(BufferUsage.ShaderResource))
{
resourceDescriptor.srv = _descriptorAllocator.AllocateCbvSrvUav(isTemp);
var cpuHandle = _descriptorAllocator.GetCpuHandle(resourceDescriptor.srv);
var srvDesc = CreateBufferSrvDesc(allocation.Get()->GetResource(), desc.Stride, isRaw);
var srvDesc = new D3D12_SHADER_RESOURCE_VIEW_DESC
{
ViewDimension = D3D12_SRV_DIMENSION_BUFFER,
Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING
};
_device.NativeDevice->CreateShaderResourceView(pResource, &srvDesc, cpuHandle);
}
if (desc.Usage.HasFlag(BufferUsage.Raw))
{
srvDesc.Format = DXGI_FORMAT_R32_TYPELESS;
srvDesc.Buffer.FirstElement = 0;
srvDesc.Buffer.NumElements = (uint)(desc.Size / 4u);
srvDesc.Buffer.StructureByteStride = 0;
srvDesc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
}
else
{
srvDesc.Format = DXGI_FORMAT_UNKNOWN;
srvDesc.Buffer.FirstElement = 0;
srvDesc.Buffer.NumElements = (uint)(desc.Size / desc.Stride);
srvDesc.Buffer.StructureByteStride = desc.Stride;
srvDesc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
}
if (desc.Usage.HasFlag(BufferUsage.UnorderedAccess))
{
resourceDescriptor.uav = _descriptorAllocator.AllocateCbvSrvUav(isTemp);
var cpuHandle = _descriptorAllocator.GetCpuHandle(resourceDescriptor.uav);
var uavDesc = CreateBufferUavDesc(allocation.Get()->GetResource(), desc.Stride, isRaw);
_device.NativeDevice->CreateShaderResourceView(allocation.Get()->GetResource(), &srvDesc, _descriptorAllocator.GetCpuHandle(resourceDescriptor.srv));
_device.NativeDevice->CreateUnorderedAccessView(pResource, null, &uavDesc, cpuHandle);
}
var handle = TrackResource(allocation, initialState, resourceDescriptor, ResourceDesc.Buffer(desc), isTemp);
@@ -634,142 +871,6 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator, IDisposable
return _resourceDatabase.AddShader(shader);
}
#region Conversion Methods
private static DXGI_FORMAT ConvertTextureFormat(TextureFormat format)
{
return format switch
{
TextureFormat.R8G8B8A8_UNorm => DXGI_FORMAT_R8G8B8A8_UNORM,
TextureFormat.B8G8R8A8_UNorm => DXGI_FORMAT_B8G8R8A8_UNORM,
TextureFormat.R16G16B16A16_Float => DXGI_FORMAT_R16G16B16A16_FLOAT,
TextureFormat.R32G32B32A32_Float => DXGI_FORMAT_R32G32B32A32_FLOAT,
TextureFormat.D24_UNorm_S8_UInt => DXGI_FORMAT_D24_UNORM_S8_UINT,
TextureFormat.D32_Float => DXGI_FORMAT_D32_FLOAT,
_ => throw new ArgumentException($"Unsupported texture format: {format}")
};
}
private static D3D12_RESOURCE_FLAGS ConvertTextureUsage(TextureUsage usage)
{
var flags = D3D12_RESOURCE_FLAG_NONE;
if (usage.HasFlag(TextureUsage.RenderTarget))
{
flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
}
if (usage.HasFlag(TextureUsage.DepthStencil))
{
flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
}
if (usage.HasFlag(TextureUsage.UnorderedAccess))
{
flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
}
return flags;
}
private static D3D12_RESOURCE_FLAGS ConvertBufferUsage(BufferUsage usage)
{
var flags = D3D12_RESOURCE_FLAG_NONE;
if (usage.HasFlag(BufferUsage.Raw))
{
flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
}
return flags;
}
private static D3D12_HEAP_TYPE ConvertMemoryType(ResourceMemoryType memoryType)
{
return memoryType switch
{
ResourceMemoryType.Default => D3D12_HEAP_TYPE_DEFAULT,
ResourceMemoryType.Upload => D3D12_HEAP_TYPE_UPLOAD,
ResourceMemoryType.Readback => D3D12_HEAP_TYPE_READBACK,
_ => throw new ArgumentException($"Unsupported memory type: {memoryType}")
};
}
private static D3D12_RESOURCE_STATES DetermineInitialTextureState(TextureUsage usage)
{
if (usage.HasFlag(TextureUsage.RenderTarget))
{
return D3D12_RESOURCE_STATE_RENDER_TARGET;
}
if (usage.HasFlag(TextureUsage.DepthStencil))
{
return D3D12_RESOURCE_STATE_DEPTH_WRITE;
}
if (usage.HasFlag(TextureUsage.UnorderedAccess))
{
return D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
}
return D3D12_RESOURCE_STATE_COMMON;
}
private static D3D12_RESOURCE_STATES DetermineInitialBufferState(BufferUsage usage, ResourceMemoryType memoryType)
{
if (memoryType == ResourceMemoryType.Upload)
{
return D3D12_RESOURCE_STATE_GENERIC_READ;
}
if (memoryType == ResourceMemoryType.Readback)
{
return D3D12_RESOURCE_STATE_COPY_DEST;
}
if (usage.HasFlag(BufferUsage.Vertex))
{
return D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
}
if (usage.HasFlag(BufferUsage.Index))
{
return D3D12_RESOURCE_STATE_INDEX_BUFFER;
}
if (usage.HasFlag(BufferUsage.Constant))
{
return D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
}
return D3D12_RESOURCE_STATE_COMMON;
}
private static ResourceState D3D12StatesToRHIState(D3D12_RESOURCE_STATES states)
{
return states switch
{
//case ResourceStates.None:
//case ResourceStates.Present:
D3D12_RESOURCE_STATE_COMMON => ResourceState.Common,
D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER => ResourceState.VertexAndConstantBuffer,
D3D12_RESOURCE_STATE_INDEX_BUFFER => ResourceState.IndexBuffer,
D3D12_RESOURCE_STATE_RENDER_TARGET => ResourceState.RenderTarget,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS => ResourceState.UnorderedAccess,
D3D12_RESOURCE_STATE_DEPTH_WRITE => ResourceState.DepthWrite,
D3D12_RESOURCE_STATE_DEPTH_READ => ResourceState.DepthRead,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE => ResourceState.PixelShaderResource,
//case ResourceStates.Predication:
D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT => ResourceState.IndirectArgument,
D3D12_RESOURCE_STATE_COPY_DEST => ResourceState.CopyDest,
D3D12_RESOURCE_STATE_COPY_SOURCE => ResourceState.CopySource,
D3D12_RESOURCE_STATE_GENERIC_READ => ResourceState.GenericRead,
_ => ResourceState.Common,
};
}
#endregion
public void ReleaseTempResources()
{
while (_temResources.Count > 0)
@@ -802,6 +903,11 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator, IDisposable
public void Dispose()
{
if (_disposed)
{
return;
}
#if DEBUG || GHOST_EDITOR
if (_temResources.Count > 0)
{
@@ -817,6 +923,7 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator, IDisposable
_temResources.Dispose();
_allocator.Dispose();
_disposed = true;
GC.SuppressFinalize(this);
}
}