Update RenderingContext and D3D12Renderer to use new API.

This commit is contained in:
2025-11-06 04:13:20 +00:00
parent b3eeb8d366
commit 15aca9aefb
17 changed files with 184 additions and 195 deletions

View File

@@ -211,7 +211,7 @@ public ref struct MaterialAccessor
for (var i = 0; i < _shader.PassCount; i++)
{
ref var cache = ref _materialData.GetPassCache(i);
cmb.Upload(cache.GpuResource, cache.CpuData.AsSpan());
cmb.UploadBuffer<byte>(cache.GpuResource, cache.CpuData.AsSpan());
}
}
}

View File

@@ -9,35 +9,54 @@ namespace Ghost.Graphics.Core;
public unsafe readonly ref struct RenderingContext
{
private readonly IRenderDevice _device;
private readonly IGraphicsEngine _engine;
private readonly ICommandBuffer _directCmb;
private readonly ICommandBuffer _copyCmb;
private readonly ICommandBuffer _computeCmb;
private readonly IResourceAllocator _resourceAllocator;
private readonly IResourceDatabase _resourceDatabase;
private readonly IPipelineLibrary _stateController;
public ICommandBuffer DirectCommandBuffer => _directCmb;
public ICommandBuffer CopyCommandBuffer => _copyCmb;
public ICommandBuffer ComputeCommandBuffer => _computeCmb;
public IResourceAllocator ResourceAllocator => _engine.ResourceAllocator;
public IResourceDatabase ResourceDatabase => _engine.ResourceDatabase;
public IPipelineLibrary PipelineLibrary => _engine.PipelineLibrary;
internal RenderingContext(
IRenderDevice device,
IGraphicsEngine engine,
ICommandBuffer directCmd,
ICommandBuffer copyCmd,
ICommandBuffer computeCmd,
IResourceAllocator resourceAllocator,
IResourceDatabase resourceDatabase,
IPipelineLibrary stateController)
ICommandBuffer computeCmd)
{
_device = device;
_engine = engine;
_directCmb = directCmd;
_copyCmb = copyCmd;
_computeCmb = computeCmd;
_resourceAllocator = resourceAllocator;
_resourceDatabase = resourceDatabase;
_stateController = stateController;
}
public ICommandBuffer CrearteCommandBuffer(CommandBufferType type)
{
return _engine.CreateCommandBuffer(type);
}
// TODO: ExecuteCommandBufferAsync with fencene.Device.GraphicsQueue.Submit(commandBuffer);
public void ExecuteCommandBuffer(ICommandBuffer commandBuffer)
{
var queue = commandBuffer.Type switch
{
CommandBufferType.Graphics => _engine.Device.GraphicsQueue,
CommandBufferType.Compute => _engine.Device.ComputeQueue,
CommandBufferType.Copy => _engine.Device.CopyQueue,
_ => throw new ArgumentOutOfRangeException(),
};
queue.Submit(commandBuffer);
queue.WaitIdle();
}
public Handle<Mesh> CreateMesh(UnsafeList<Vertex> vertices, UnsafeList<uint> indices)
{
var mesh = _resourceAllocator.CreateMesh(vertices, indices);
var mesh = ResourceAllocator.CreateMesh(vertices, indices);
return mesh;
}
@@ -61,36 +80,36 @@ public unsafe readonly ref struct RenderingContext
/// <param name="markMeshStatic">Whether to mark the mesh as static. If it's true, the cpu buffer of the mesh will not be avaliable any more</param>
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());
ref var meshData = ref ResourceDatabase.GetMeshReference(mesh);
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)
{
_copyCmb.ResourceBarrier(meshData.vertexBuffer.AsResource(), vertexState, ResourceState.CopyDest);
_resourceDatabase.SetResourceState(meshData.vertexBuffer.AsResource(), ResourceState.CopyDest);
ResourceDatabase.SetResourceState(meshData.vertexBuffer.AsResource(), ResourceState.CopyDest);
}
if (needIndexTransition)
{
_copyCmb.ResourceBarrier(meshData.indexBuffer.AsResource(), indexState, ResourceState.CopyDest);
_resourceDatabase.SetResourceState(meshData.indexBuffer.AsResource(), ResourceState.CopyDest);
ResourceDatabase.SetResourceState(meshData.indexBuffer.AsResource(), ResourceState.CopyDest);
}
_copyCmb.Upload(meshData.vertexBuffer, meshData.vertices.AsSpan());
_copyCmb.Upload(meshData.indexBuffer, meshData.indices.AsSpan());
_copyCmb.UploadBuffer<Vertex>(meshData.vertexBuffer, meshData.vertices.AsSpan());
_copyCmb.UploadBuffer<uint>(meshData.indexBuffer, meshData.indices.AsSpan());
if (needVertexTransition)
{
_copyCmb.ResourceBarrier(meshData.vertexBuffer.AsResource(), ResourceState.CopyDest, vertexState);
_resourceDatabase.SetResourceState(meshData.vertexBuffer.AsResource(), vertexState);
ResourceDatabase.SetResourceState(meshData.vertexBuffer.AsResource(), vertexState);
}
if (needIndexTransition)
{
_resourceDatabase.SetResourceState(meshData.indexBuffer.AsResource(), indexState);
ResourceDatabase.SetResourceState(meshData.indexBuffer.AsResource(), indexState);
_copyCmb.ResourceBarrier(meshData.indexBuffer.AsResource(), ResourceState.CopyDest, indexState);
}
@@ -102,12 +121,12 @@ public unsafe readonly ref struct RenderingContext
public Handle<Texture> CreateTexture(ref readonly TextureDesc desc, bool tempResource = false)
{
return _resourceAllocator.CreateTexture(in desc, tempResource);
return ResourceAllocator.CreateTexture(in desc, tempResource);
}
public void UploadTexture(Handle<Texture> texture, ReadOnlySpan<byte> data)
{
var desc = _resourceDatabase.GetResourceDescription(texture.AsResource());
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
@@ -117,78 +136,31 @@ public unsafe readonly ref struct RenderingContext
slicePitch = slicePitch
};
var sateBefore = _resourceDatabase.GetResourceState(texture.AsResource());
var sateBefore = ResourceDatabase.GetResourceState(texture.AsResource());
var needTransition = sateBefore != ResourceState.CopyDest;
if (needTransition)
{
_copyCmb.ResourceBarrier(texture.AsResource(), sateBefore, ResourceState.CopyDest);
_resourceDatabase.SetResourceState(texture.AsResource(), ResourceState.CopyDest);
ResourceDatabase.SetResourceState(texture.AsResource(), ResourceState.CopyDest);
}
_copyCmb.Upload(texture, subresourceData);
_copyCmb.UploadTexture(texture, subresourceData);
if (needTransition)
{
_copyCmb.ResourceBarrier(texture.AsResource(), ResourceState.CopyDest, sateBefore);
_resourceDatabase.SetResourceState(texture.AsResource(), sateBefore);
ResourceDatabase.SetResourceState(texture.AsResource(), sateBefore);
}
}
#if false
// TODO: Ideally we should queue the draw call to our rendering system, and render it in the full rendering pipeline.
// This is just a place holder for now for testing purpose.
// TODO: Since we are using mesh shader, we should use dispatch mesh instead of draw calls.
public void RenderMesh(Handle<Mesh> mesh, Handle<Material> material, string passName)
{
ref var meshRef = ref _resourceDatabase.GetMeshReference(mesh);
ref var materialRef = ref _resourceDatabase.GetMaterialReference(material);
var shader = _resourceDatabase.GetShaderReference(materialRef.Shader);
shader.TryGetPassKey(passName, out var passIndex, out var passKey);
var hash = new GraphicsPipelineHash
{
id = passKey,
rtvCount = 1,
dsvFormat = TextureFormat.Unknown,
};
hash.rtvFormats[0] = TextureFormat.B8G8R8A8_UNorm;
var pipelineKey = hash.GetKey();
_directCmb.SetPipelineState(pipelineKey);
// FIX: Get valid root signature. In D3D12, we use fixed root signature layout for bindless rendering.
// However, our code should not assume that blindly. Each pipeline should have contained root signature info even if there are fixed.
// This ensures that future changes to root signature layout can be accommodated.
// for (int i = 0; i < 4; i++)
{
ref var cache = ref materialRef.GetPassCache(passIndex);
_directCmb.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: Matbe handle the transitional bindless model?
#if false
var samplerGpuHandle = _descriptorAllocator.GetSamplerHeap()->GetGPUDescriptorHandleForHeapStart();
_commandList.Get()->SetGraphicsRootDescriptorTable(rootParamIndex, samplerGpuHandle);
#endif
_directCmb.SetPrimitiveTopology(PrimitiveTopology.Triangle);
// Draw without vertex/index buffers - use instanced drawing
// Each instance represents a triangle (3 vertices)
var triangleCount = (uint)meshRef.indices.Count / 3;
_directCmb.Draw(3, triangleCount, 0, 0);
}
#endif
// TODO: Ideally we should queue the draw call to our rendering system, and render it in the full rendering pipeline.
// This is just a place holder for now for testing purpose.
// TODO: Since we are using mesh shader, we should use dispatch mesh instead of draw calls.
public void DispatchMesh(Handle<Mesh> mesh, Handle<Material> material, string passName, uint numThreadsX)
{
ref var meshRef = ref _resourceDatabase.GetMeshReference(mesh);
ref var materialRef = ref _resourceDatabase.GetMaterialReference(material);
var shader = _resourceDatabase.GetShaderReference(materialRef.Shader);
ref var meshRef = ref ResourceDatabase.GetMeshReference(mesh);
ref var materialRef = ref ResourceDatabase.GetMaterialReference(material);
var shader = ResourceDatabase.GetShaderReference(materialRef.Shader);
shader.TryGetPassKey(passName, out var passIndex, out var passKey);
var hash = new GraphicsPipelineHash
@@ -202,15 +174,9 @@ public unsafe readonly ref struct RenderingContext
var pipelineKey = hash.GetKey();
_directCmb.SetPipelineState(pipelineKey);
// FIX: Get valid root signature. In D3D12, we use fixed root signature layout for bindless rendering.
// However, our code should not assume that blindly. Each pipeline should have contained root signature info even if there are fixed.
// This ensures that future changes to root signature layout can be accommodated.
// for (int i = 0; i < 4; i++)
{
ref var cache = ref materialRef.GetPassCache(passIndex);
_directCmb.SetConstantBufferView(RootSignatureLayout.PER_MATERIAL_BUFFER_SLOT, cache.GpuResource);
}
// NOTE: We use fixed root signature layout for bindless rendering.
ref var cache = ref materialRef.GetPassCache(passIndex);
_directCmb.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: Matbe handle the transitional bindless model?
@@ -222,10 +188,4 @@ public unsafe readonly ref struct RenderingContext
var threadGroupCountX = ((uint)meshRef.indices.Count + numThreadsX - 1) / numThreadsX;
_directCmb.DispatchMesh(threadGroupCountX, 1, 1);
}
public void ExecuteCopyCommands()
{
_device.CopyQueue.Submit(_copyCmb);
_device.CopyQueue.WaitIdle();
}
}