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

@@ -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);
}
}
}