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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@@ -8,11 +8,10 @@ using Misaki.HighPerformance.LowLevel.Collections;
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using System.Diagnostics;
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using System.Runtime.InteropServices;
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using TerraFX.Interop.DirectX;
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using TerraFX.Interop.Windows;
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namespace Ghost.Graphics.D3D12;
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internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
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internal class D3D12ResourceDatabase : IResourceDatabase
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{
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internal unsafe struct ResourceRecord
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{
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@@ -56,12 +55,12 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
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this.desc = desc;
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}
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public ResourceRecord(ID3D12Resource* resource, ResourceState state)
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public ResourceRecord(ID3D12Resource* resource, ResourceState state, ResourceViewGroup viewGroup)
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{
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this.resourceUnion = new ResourceUnion(resource);
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this.isExternal = true;
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this.viewGroup = default;
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this.viewGroup = viewGroup;
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this.cpuFenceValue = ~0u;
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this.state = state;
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this.desc = ResourceDesc.FromD3D12(resource->GetDesc());
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@@ -80,13 +79,13 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
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{
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refCount = resourceUnion.allocation.Get()->Release();
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}
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resourceUnion = default;
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viewGroup = default;
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}
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descriptorAllocator.Release(viewGroup);
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resourceUnion = default;
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viewGroup = default;
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return refCount;
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}
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}
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@@ -107,15 +106,15 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
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public D3D12ResourceDatabase(D3D12DescriptorAllocator descriptorAllocator)
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{
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_resources = new(64, Allocator.Persistent, AllocationOption.Clear);
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_resources = new UnsafeSlotMap<ResourceRecord>(64, Allocator.Persistent, AllocationOption.Clear);
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#if DEBUG || GHOST_EDITOR
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_resourceName = new(64);
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_resourceName = new Dictionary<Handle<GPUResource>, string>(64);
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#endif
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_meshes = new(64, Allocator.Persistent, AllocationOption.Clear);
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_materials = new(16, Allocator.Persistent, AllocationOption.Clear);
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_shaders = new(16);
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_shaderPasses = new(16);
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_meshes = new UnsafeSlotMap<Mesh>(64, Allocator.Persistent, AllocationOption.Clear);
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_materials = new UnsafeSlotMap<Material>(16, Allocator.Persistent, AllocationOption.Clear);
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_shaders = new DynamicArray<Shader?>(16);
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_shaderPasses = new Dictionary<ShaderPassKey, ShaderPass>(16);
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_descriptorAllocator = descriptorAllocator;
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}
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@@ -132,11 +131,11 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
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resource = default!;
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}
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public unsafe Handle<GPUResource> ImportExternalResource(ID3D12Resource* pResource, ResourceState initialState, string? name = null)
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public unsafe Handle<GPUResource> ImportExternalResource(ID3D12Resource* pResource, ResourceState initialState, ResourceViewGroup viewGroup, string? name = null)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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var id = _resources.Add(new ResourceRecord(pResource, initialState), out var generation);
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var id = _resources.Add(new ResourceRecord(pResource, initialState, viewGroup), out var generation);
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var handle = new Handle<GPUResource>(id, generation);
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#if DEBUG || GHOST_EDITOR
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@@ -172,7 +171,7 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
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return _resources.Contains(handle.id, handle.generation);
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}
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public ref ResourceRecord GetResourceInfo(Handle<GPUResource> handle)
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public ref ResourceRecord GetResourceRecord(Handle<GPUResource> handle)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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@@ -191,11 +190,11 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
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return ref _resources.GetElementReferenceAt(handle.id, handle.generation, out exist);
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}
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public unsafe ID3D12Resource* GetResource(Handle<GPUResource> handle)
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public unsafe SharedPtr<ID3D12Resource> GetResource(Handle<GPUResource> handle)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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ref var info = ref GetResourceInfo(handle);
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ref var info = ref GetResourceRecord(handle);
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if (!info.Allocated)
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{
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return null;
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@@ -207,7 +206,7 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
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public ResourceState GetResourceState(Handle<GPUResource> handle)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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return GetResourceInfo(handle).state;
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return GetResourceRecord(handle).state;
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}
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public void SetResourceState(Handle<GPUResource> handle, ResourceState state)
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@@ -226,7 +225,7 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
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public ResourceDesc GetResourceDescription(Handle<GPUResource> handle)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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return GetResourceInfo(handle).desc;
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return GetResourceRecord(handle).desc;
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}
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public int GetBindlessIndex(Handle<GPUResource> handle)
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@@ -273,10 +272,11 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
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var refCount = info.Release(_descriptorAllocator);
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#if DEBUG || GHOST_EDITOR
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_resourceName.Remove(handle, out var name);
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if (refCount > 0)
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{
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throw new GPUResourceLeakException(refCount, info.ResourcePtr, name ?? "Unknown Resource");
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}
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//if (refCount > 0)
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//{
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// throw new GPUResourceLeakException(refCount, info.ResourcePtr, name ?? "Unknown Resource");
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//}
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//Debug.Assert(refCount == 0, "Resource released with non-zero reference count.");
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#endif
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_resources.Remove(handle.id, handle.generation);
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@@ -435,10 +435,9 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
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public void Dispose()
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{
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[Conditional("DEBUG"), Conditional("GHOST_EDITOR")]
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static void ThrowMemoryLeakException(string resourceType, int count)
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{
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throw new InvalidOperationException($"ResourceAllocator is being disposed with {count} {resourceType} still registered. Ensure all resources are released before disposing.");
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throw new MemoryLeakException($"ResourceAllocator is being disposed with {count} {resourceType} still registered. Ensure all resources are released before disposing.");
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}
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if (_disposed)
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