Refactor and enhance resource management and rendering

Updated multiple components to improve encapsulation, maintainability, and performance. Key changes include:

- Upgraded package dependencies in project files.
- Refactored `Mesh` and `RenderingContext` to use properties and added support for per-object constant buffers.
- Improved resource management in `D3D12CommandBuffer`, `D3D12CommandQueue`, and `D3D12ResourceAllocator` with better encapsulation and disposal handling.
- Added validation for constant buffer sizes in `D3D12PipelineLibrary`.
- Simplified `MeshBuilder` methods to accept allocators and removed hardcoded values.
- Enhanced debugging with `GPUResourceLeakException` and resource tracking updates.
- Updated shaders and rendering logic for testing, including hardcoded triangle rendering.
- Removed redundant base classes and interfaces for cleaner code structure.
This commit is contained in:
2025-11-26 01:48:24 +09:00
parent dfe786a2aa
commit 0720444c2c
40 changed files with 1008 additions and 903 deletions

View File

@@ -18,7 +18,9 @@ internal struct CBufferCache : IResourceReleasable
public readonly Handle<GraphicsBuffer> GpuResource => _gpuResource;
public readonly uint AlignedSize => _alignedSize;
public unsafe CBufferCache(Handle<GraphicsBuffer> buffer, uint bufferSize)
public readonly bool IsCreated => _gpuResource.IsValid && _cpuData.IsCreated;
public CBufferCache(Handle<GraphicsBuffer> buffer, uint bufferSize)
{
_alignedSize = (bufferSize + 255u) & ~255u;
@@ -65,6 +67,11 @@ public struct Material : IResourceReleasable, IHandleType
var pass = database.GetShaderPass(shader.GetPassKey(i));
var cbufferInfo = pass.CBuffer;
if (cbufferInfo.SizeInBytes == 0)
{
continue;
}
var desc = new BufferDesc
{
Size = cbufferInfo.SizeInBytes,
@@ -91,7 +98,7 @@ public struct Material : IResourceReleasable, IHandleType
public ref struct MaterialAccessor
{
private ref Material _materialData;
private Shader _shader;
private readonly Shader _shader;
private readonly IResourceDatabase _resourceDatabase;

View File

@@ -1,5 +1,6 @@
using Ghost.Core;
using Ghost.Graphics.RHI;
using Ghost.Graphics.Utilities;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
using Misaki.HighPerformance.LowLevel.Utilities;
@@ -10,42 +11,118 @@ namespace Ghost.Graphics.Core;
public struct Mesh : IResourceReleasable, IHandleType
{
public UnsafeList<Vertex> vertices;
public UnsafeList<uint> indices;
public AABB boundingBox;
public Handle<GraphicsBuffer> vertexBuffer;
public Handle<GraphicsBuffer> indexBuffer;
internal bool IsMeshDataDirty
{
get; private set;
}
/// <summary>
/// Gets or sets the collection of vertices that define the geometry.
/// </summary>
public UnsafeList<Vertex> Vertices
{
readonly get => field;
set
{
field = value;
VertexCount = value.Count;
IsMeshDataDirty = true;
}
}
/// <summary>
/// Gets or sets the collection of indices that define the order of vertices.
/// </summary>
public UnsafeList<uint> Indices
{
readonly get => field;
set
{
field = value;
IndexCount = value.Count;
IsMeshDataDirty = true;
}
}
/// <summary>
/// Get the number of vertices in the mesh.
/// </summary>
public int VertexCount
{
get; private set;
}
/// <summary>
/// Get the number of indices in the mesh.
/// </summary>
public int IndexCount
{
get; private set;
}
/// <summary>
/// Gets or sets the axis-aligned bounding box (AABB) of the mesh.
/// </summary>
public AABB BoundingBox
{
get; set;
}
/// <summary>
/// Gets the handle to the vertex buffer on the GPU.
/// </summary>
public Handle<GraphicsBuffer> VertexBuffer
{
get; internal set;
}
/// <summary>
/// Gets the handle to the index buffer on the GPU.
/// </summary>
public Handle<GraphicsBuffer> IndexBuffer
{
get; internal set;
}
/// <summary>
/// Gets the handle to the mesh data buffer on the GPU.
/// </summary>
public Handle<GraphicsBuffer> ObjectDataBuffer
{
get; internal set;
}
public Mesh()
{
vertexBuffer = Handle<GraphicsBuffer>.Invalid;
indexBuffer = Handle<GraphicsBuffer>.Invalid;
VertexBuffer = Handle<GraphicsBuffer>.Invalid;
IndexBuffer = Handle<GraphicsBuffer>.Invalid;
}
internal Mesh(ReadOnlySpan<Vertex> vertices, ReadOnlySpan<uint> indices, Handle<GraphicsBuffer> vertexBuffer, Handle<GraphicsBuffer> indexBuffer)
{
this.vertices = new(vertices.Length, Allocator.Persistent);
this.indices = new(indices.Length, Allocator.Persistent);
this.vertices.CopyFrom(vertices);
this.indices.CopyFrom(indices);
this.vertexBuffer = vertexBuffer;
this.indexBuffer = indexBuffer;
Vertices = new(vertices.Length, Allocator.Persistent);
Indices = new(indices.Length, Allocator.Persistent);
Vertices.CopyFrom(vertices);
Indices.CopyFrom(indices);
VertexBuffer = vertexBuffer;
IndexBuffer = indexBuffer;
this.ComputeBounds();
}
public void ReleaseCpuResources()
public readonly void ReleaseCpuResources()
{
vertices.Dispose();
indices.Dispose();
Vertices.Dispose();
Indices.Dispose();
}
void IResourceReleasable.ReleaseResource(IResourceDatabase database)
{
ReleaseCpuResources();
database.ReleaseResource(vertexBuffer.AsResource());
database.ReleaseResource(indexBuffer.AsResource());
database.ReleaseResource(VertexBuffer.AsResource());
database.ReleaseResource(IndexBuffer.AsResource());
database.ReleaseResource(ObjectDataBuffer.AsResource());
}
}
@@ -56,21 +133,21 @@ public static class MeshExtension
/// </summary>
public static void ComputeBounds(ref this Mesh mesh)
{
if (mesh.vertices.Count == 0)
if (mesh.Vertices.Count == 0)
{
return;
}
var min = new float3(float.MaxValue);
var max = new float3(float.MinValue);
foreach (var vertex in mesh.vertices)
foreach (var vertex in mesh.Vertices)
{
var pos = vertex.position.xyz;
min = math.min(min, pos);
max = math.max(max, pos);
}
mesh.boundingBox = new AABB(min, max);
mesh.BoundingBox = new AABB(min, max);
}
/// <summary>
@@ -81,35 +158,7 @@ public static class MeshExtension
/// </remarks>
public static void ComputeNormal(ref this Mesh mesh)
{
if (!mesh.vertices.IsCreated || mesh.vertices.Count < 3
|| !mesh.indices.IsCreated || mesh.indices.Count < 3)
{
return;
}
for (var i = 0; i < mesh.indices.Count; i += 3)
{
var i0 = mesh.indices[i];
var i1 = mesh.indices[i + 1];
var i2 = mesh.indices[i + 2];
var v0 = mesh.vertices[i0];
var v1 = mesh.vertices[i1];
var v2 = mesh.vertices[i2];
var edge1 = v1.position - v0.position;
var edge2 = v2.position - v0.position;
var faceNormal = math.cross(edge1.xyz, edge2.xyz);
mesh.vertices[i0].normal.xyz += faceNormal;
mesh.vertices[i1].normal.xyz += faceNormal;
mesh.vertices[i2].normal.xyz += faceNormal;
}
for (var i = 0; i < mesh.vertices.Count; i++)
{
mesh.vertices[i].normal = math.normalize(mesh.vertices[i].normal);
}
MeshBuilder.ComputeNormal(mesh.Vertices, mesh.Indices);
}
/// <summary>
@@ -120,53 +169,6 @@ public static class MeshExtension
/// </remarks>
public static void ComputeTangents(ref this Mesh mesh)
{
var bitangents = new float4[mesh.vertices.Count];
for (var i = 0; i < mesh.indices.Count; i += 3)
{
var i0 = mesh.indices[i];
var i1 = mesh.indices[i + 1];
var i2 = mesh.indices[i + 2];
var v0 = mesh.vertices[i0];
var v1 = mesh.vertices[i1];
var v2 = mesh.vertices[i2];
var uv0 = mesh.vertices[i0].uv;
var uv1 = mesh.vertices[i1].uv;
var uv2 = mesh.vertices[i2].uv;
var deltaPos1 = v1.position - v0.position;
var deltaPos2 = v2.position - v0.position;
var deltaUV1 = uv1 - uv0;
var deltaUV2 = uv2 - uv0;
var r = 1.0f / (deltaUV1.x * deltaUV2.y - deltaUV1.y * deltaUV2.x);
var tangent = (deltaPos1 * deltaUV2.y - deltaPos2 * deltaUV1.y) * r;
var bitangent = (deltaPos2 * deltaUV1.x - deltaPos1 * deltaUV2.x) * r;
for (var j = 0; j < 3; j++)
{
var idx = mesh.indices[i + j];
var t = mesh.vertices[idx].tangent;
mesh.vertices[idx].tangent.xyz = t.xyz + tangent.xyz;
bitangents[idx] += bitangent;
}
}
for (var i = 0; i < mesh.vertices.Count; i++)
{
var n = mesh.vertices[i].normal;
var t = mesh.vertices[i].tangent;
var proj = n * math.dot(n, t);
t = math.normalize(t - proj);
var b = bitangents[i];
var w = math.dot(math.cross(n.xyz, t.xyz), b.xyz) < 0.0f ? -1.0f : 1.0f;
mesh.vertices[i].tangent = new float4(t.x, t.y, t.z, w);
}
MeshBuilder.ComputeTangents(mesh.Vertices, mesh.Indices);
}
}

View File

@@ -4,6 +4,7 @@ using Ghost.Graphics.RHI;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
using Misaki.HighPerformance.LowLevel.Utilities;
using Misaki.HighPerformance.Mathematics;
namespace Ghost.Graphics.Core;
@@ -72,6 +73,11 @@ public unsafe readonly ref struct RenderingContext
return CreateMesh(vertexList, indexList);
}
public MaterialAccessor GetMaterialAccessor(Handle<Material> material)
{
return new MaterialAccessor(material, ResourceDatabase);
}
// TODO: Make one memory pool for upload.
/// <summary>
@@ -82,32 +88,32 @@ public unsafe readonly ref struct RenderingContext
public void UploadMesh(Handle<Mesh> mesh, bool markMeshStatic)
{
ref var meshData = ref ResourceDatabase.GetMeshReference(mesh);
var vertexState = ResourceDatabase.GetResourceState(meshData.vertexBuffer.AsResource());
var indexState = ResourceDatabase.GetResourceState(meshData.indexBuffer.AsResource());
var vertexState = ResourceDatabase.GetResourceState(meshData.VertexBuffer.AsResource());
var indexState = ResourceDatabase.GetResourceState(meshData.IndexBuffer.AsResource());
var needVertexTransition = vertexState != ResourceState.CopyDest;
var needIndexTransition = indexState != ResourceState.CopyDest;
if (needVertexTransition)
{
_directCmd.ResourceBarrier(meshData.vertexBuffer.AsResource(), vertexState, ResourceState.CopyDest);
_directCmd.ResourceBarrier(meshData.VertexBuffer.AsResource(), vertexState, ResourceState.CopyDest);
}
if (needIndexTransition)
{
_directCmd.ResourceBarrier(meshData.indexBuffer.AsResource(), indexState, ResourceState.CopyDest);
_directCmd.ResourceBarrier(meshData.IndexBuffer.AsResource(), indexState, ResourceState.CopyDest);
}
_directCmd.UploadBuffer(meshData.vertexBuffer, meshData.vertices.AsSpan());
_directCmd.UploadBuffer(meshData.indexBuffer, meshData.indices.AsSpan());
_directCmd.UploadBuffer(meshData.VertexBuffer, meshData.Vertices.AsSpan());
_directCmd.UploadBuffer(meshData.IndexBuffer, meshData.Indices.AsSpan());
if (needVertexTransition)
{
_directCmd.ResourceBarrier(meshData.vertexBuffer.AsResource(), ResourceState.CopyDest, vertexState);
_directCmd.ResourceBarrier(meshData.VertexBuffer.AsResource(), ResourceState.CopyDest, ResourceState.VertexAndConstantBuffer);
}
if (needIndexTransition)
{
_directCmd.ResourceBarrier(meshData.indexBuffer.AsResource(), ResourceState.CopyDest, indexState);
_directCmd.ResourceBarrier(meshData.IndexBuffer.AsResource(), ResourceState.CopyDest, ResourceState.IndexBuffer);
}
if (markMeshStatic)
@@ -116,6 +122,34 @@ public unsafe readonly ref struct RenderingContext
}
}
public void UpdateObjectData(Handle<Mesh> mesh, float4x4 localToWorld)
{
ref var meshData = ref ResourceDatabase.GetMeshReference(mesh);
var data = new PerObjectData
{
localToWorld = localToWorld,
worldBoundsMin = meshData.BoundingBox.Min,
worldBoundsMax = meshData.BoundingBox.Max,
vertexBuffer = (uint)_engine.ResourceDatabase.GetBindlessIndex(meshData.VertexBuffer.AsResource()),
indexBuffer = (uint)_engine.ResourceDatabase.GetBindlessIndex(meshData.IndexBuffer.AsResource()),
};
var bufferHandle = meshData.ObjectDataBuffer.AsResource();
var state = ResourceDatabase.GetResourceState(bufferHandle);
var needTransition = state != ResourceState.CopyDest;
if (needTransition)
{
_directCmd.ResourceBarrier(bufferHandle, state, ResourceState.CopyDest);
}
_directCmd.UploadBuffer(meshData.ObjectDataBuffer, [data]);
if (needTransition)
{
_directCmd.ResourceBarrier(bufferHandle, ResourceState.CopyDest, ResourceState.VertexAndConstantBuffer);
}
}
public Handle<Texture> CreateTexture(ref readonly TextureDesc desc, bool tempResource = false)
{
return ResourceAllocator.CreateTexture(in desc, tempResource);
@@ -126,13 +160,6 @@ public unsafe readonly ref struct RenderingContext
var desc = ResourceDatabase.GetResourceDescription(texture.AsResource());
desc.TextureDescription.Format.GetSurfaceInfo((int)desc.TextureDescription.Width, (int)desc.TextureDescription.Height, out var rowPitch, out var slicePitch, out _);
var subresourceData = new SubResourceData
{
pData = data.GetUnsafePtr(),
rowPitch = rowPitch,
slicePitch = slicePitch
};
var sateBefore = ResourceDatabase.GetResourceState(texture.AsResource());
var needTransition = sateBefore != ResourceState.CopyDest;
@@ -141,7 +168,17 @@ public unsafe readonly ref struct RenderingContext
_directCmd.ResourceBarrier(texture.AsResource(), sateBefore, ResourceState.CopyDest);
}
_directCmd.UploadTexture(texture, subresourceData);
fixed (byte* pData = data)
{
var subresourceData = new SubResourceData
{
pData = pData,
rowPitch = rowPitch,
slicePitch = slicePitch
};
_directCmd.UploadTexture(texture, subresourceData);
}
if (needTransition)
{
@@ -169,9 +206,14 @@ public unsafe readonly ref struct RenderingContext
var pipelineKey = hash.GetKey();
_directCmd.SetPipelineState(pipelineKey);
_directCmd.SetConstantBufferView(RootSignatureLayout.PER_OBJECT_BUFFER_SLOT, meshRef.ObjectDataBuffer);
// NOTE: We use fixed root signature layout for bindless rendering.
ref var cache = ref materialRef.GetPassCache(passIndex);
_directCmd.SetConstantBufferView(RootSignatureLayout.PER_MATERIAL_BUFFER_SLOT, cache.GpuResource);
if (cache.IsCreated)
{
_directCmd.SetConstantBufferView(RootSignatureLayout.PER_MATERIAL_BUFFER_SLOT, cache.GpuResource);
}
// NOTE: Since we are using true bindless resources, we only need to set the descriptor heaps, not individual tables.
// TODO: Maybe handle the traditional bindless model?
@@ -180,7 +222,7 @@ public unsafe readonly ref struct RenderingContext
_commandList.Get()->SetGraphicsRootDescriptorTable(rootParamIndex, samplerGpuHandle);
#endif
var threadGroupCountX = ((uint)meshRef.indices.Count + numThreadsX - 1) / numThreadsX;
_directCmd.DispatchMesh(threadGroupCountX, 1, 1);
//var threadGroupCountX = ((uint)meshRef.IndexCount + numThreadsX - 1) / numThreadsX;
_directCmd.DispatchMesh(1, 1, 1);
}
}
}

View File

@@ -1,3 +1,6 @@
using Misaki.HighPerformance.Mathematics;
using System.Runtime.InteropServices;
namespace Ghost.Graphics.Core;
/// <summary>
@@ -40,4 +43,14 @@ public static class RootSignatureLayout
4
#endif
;
}
}
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct PerObjectData
{
public float4x4 localToWorld;
public float3 worldBoundsMin;
public uint vertexBuffer;
public float3 worldBoundsMax;
public uint indexBuffer;
};

View File

@@ -19,10 +19,11 @@ public class ShaderPass : IResourceReleasable
{
_cbufferInfo = info;
_propertyLookup = new Dictionary<string, int>(info.Properties.Count);
for (var i = 0; i < info.Properties.Count; i++)
var capacity = info.Properties?.Count ?? 0;
_propertyLookup = new Dictionary<string, int>(capacity);
for (var i = 0; i < capacity; i++)
{
_propertyLookup[info.Properties[i].Name] = i;
_propertyLookup[info.Properties![i].Name] = i;
}
}