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