forked from Misaki/GhostEngine
Refactor D3D12 Resource Management
Refactored and renamed components related to D3D12 graphics programming, replacing "descriptor" with "viewGroup" to improve resource grouping and management. Updated `D3D12CommandBuffer`, `D3D12DescriptorAllocator`, and `D3D12PipelineLibrary` to reflect these changes. Simplified material and shader creation in `D3D12ResourceAllocator`. Enhanced `D3D12ResourceDatabase` with resource naming for debugging and improved management. Refactored `Shader` and `ShaderPass` to use modern C# features and `IResourceReleasable` interface. Introduced `D3D12Utility` for centralized utility methods. Updated `Material` class for efficient buffer creation. Renamed `ShaderCompiler` to `SDLCompiler` with improved error handling. Updated `MeshRenderPass` to use new shader compilation process. Various improvements in error handling, code readability, and utility methods.
This commit is contained in:
@@ -4,6 +4,7 @@ using Ghost.Graphics.RHI;
|
||||
using Misaki.HighPerformance.Collections;
|
||||
using Misaki.HighPerformance.LowLevel.Buffer;
|
||||
using Misaki.HighPerformance.LowLevel.Collections;
|
||||
using System.Diagnostics;
|
||||
using System.Runtime.InteropServices;
|
||||
using TerraFX.Interop.DirectX;
|
||||
using TerraFX.Interop.Windows;
|
||||
@@ -34,7 +35,7 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
|
||||
}
|
||||
|
||||
public ResourceDesc desc;
|
||||
public ResourceViewGroup descriptor;
|
||||
public ResourceViewGroup viewGroup;
|
||||
public ResourceUnion resourceUnion;
|
||||
public ResourceState state;
|
||||
public uint cpuFenceValue;
|
||||
@@ -48,7 +49,7 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
|
||||
this.resourceUnion = new ResourceUnion(allocation);
|
||||
this.isExternal = false;
|
||||
|
||||
this.descriptor = resourceDescriptor;
|
||||
this.viewGroup = resourceDescriptor;
|
||||
this.cpuFenceValue = cpuFenceValue;
|
||||
this.state = state;
|
||||
this.desc = desc;
|
||||
@@ -59,7 +60,7 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
|
||||
this.resourceUnion = new ResourceUnion(resource);
|
||||
this.isExternal = true;
|
||||
|
||||
this.descriptor = default;
|
||||
this.viewGroup = default;
|
||||
this.cpuFenceValue = ~0u;
|
||||
this.state = state;
|
||||
this.desc = ResourceDesc.FromD3D12(resource.Get()->GetDesc());
|
||||
@@ -80,10 +81,10 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
|
||||
}
|
||||
|
||||
resourceUnion = default;
|
||||
descriptor = default;
|
||||
viewGroup = default;
|
||||
}
|
||||
|
||||
descriptorAllocator.Release(descriptor);
|
||||
descriptorAllocator.Release(viewGroup);
|
||||
|
||||
return refCount;
|
||||
}
|
||||
@@ -99,14 +100,12 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
|
||||
|
||||
private UnsafeSlotMap<ResourceRecord> _resources;
|
||||
#if DEBUG || GHOST_EDITOR
|
||||
private readonly Dictionary<ResourceRecord, string> _resourceName;
|
||||
private readonly Dictionary<Handle<GPUResource>, string> _resourceName;
|
||||
#endif
|
||||
|
||||
private readonly UnsafeSlotMap<Mesh> _meshes;
|
||||
private readonly UnsafeSlotMap<Material> _materials;
|
||||
|
||||
// NOTE: We use a simple list since shaderSlot is not frequently added/removed. This can save 4 bytes for each ecs component.
|
||||
private readonly DynamicArray<Slot<Shader>> _shaders;
|
||||
private readonly DynamicArray<Shader?> _shaders; // NOTE: We use a simple list since shader is not frequently added/removed. This can save 4 bytes for each ecs component.
|
||||
private readonly Dictionary<ShaderPassKey, ShaderPass> _shaderPasses;
|
||||
|
||||
private bool _disposed;
|
||||
@@ -135,28 +134,41 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
|
||||
where T : IResourceReleasable
|
||||
{
|
||||
resource.ReleaseResource(this);
|
||||
resource = default!;
|
||||
}
|
||||
|
||||
public Handle<GPUResource> ImportExternalResource<T>(T resource, ResourceState initialState)
|
||||
where T : unmanaged
|
||||
public Handle<GPUResource> ImportExternalResource(ComPtr<ID3D12Resource> resource, ResourceState initialState, string? name = null)
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
|
||||
if (resource is not ComPtr<ID3D12Resource> d3d12Resource)
|
||||
{
|
||||
throw new InvalidOperationException($"Expect ComPtr<ID3D12Resource> in D3D12ResourceDatabase, but got {typeof(T)}.");
|
||||
}
|
||||
var id = _resources.Add(new ResourceRecord(resource, initialState), out var generation);
|
||||
var handle = new Handle<GPUResource>(id, generation);
|
||||
|
||||
var id = _resources.Add(new ResourceRecord(d3d12Resource, initialState), out var generation);
|
||||
return new Handle<GPUResource>(id, generation);
|
||||
#if DEBUG || GHOST_EDITOR
|
||||
if (name != null)
|
||||
{
|
||||
_resourceName[handle] = name;
|
||||
}
|
||||
#endif
|
||||
|
||||
return handle;
|
||||
}
|
||||
|
||||
public Handle<GPUResource> AddResource(ComPtr<D3D12MA_Allocation> allocation, uint cpuFenceValue, ResourceState initialState, ResourceViewGroup resourceDescriptor, ResourceDesc desc)
|
||||
public Handle<GPUResource> AddResource(ComPtr<D3D12MA_Allocation> allocation, uint cpuFenceValue, ResourceState initialState, ResourceViewGroup resourceDescriptor, ResourceDesc desc, string? name = null)
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
|
||||
var id = _resources.Add(new ResourceRecord(allocation, cpuFenceValue, initialState, resourceDescriptor, desc), out var generation);
|
||||
return new Handle<GPUResource>(id, generation);
|
||||
var handle = new Handle<GPUResource>(id, generation);
|
||||
|
||||
#if DEBUG || GHOST_EDITOR
|
||||
if (name != null)
|
||||
{
|
||||
_resourceName[handle] = name;
|
||||
}
|
||||
#endif
|
||||
|
||||
return handle;
|
||||
}
|
||||
|
||||
public ref ResourceRecord GetResourceInfo(Handle<GPUResource> handle)
|
||||
@@ -218,13 +230,28 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
|
||||
|
||||
public int GetBindlessIndex(Handle<GPUResource> handle)
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
|
||||
ref var info = ref GetResourceInfo(handle, out var exist);
|
||||
if (!exist || !info.Allocated)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
return info.descriptor.srv.value;
|
||||
return info.viewGroup.srv.value;
|
||||
}
|
||||
|
||||
public string? GetResourceName(Handle<GPUResource> handle)
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
|
||||
#if DEBUG || GHOST_EDITOR
|
||||
if (_resourceName.TryGetValue(handle, out var name))
|
||||
{
|
||||
return name;
|
||||
}
|
||||
#endif
|
||||
return null;
|
||||
}
|
||||
|
||||
public unsafe void ReleaseResource(Handle<GPUResource> handle)
|
||||
@@ -244,9 +271,10 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
|
||||
|
||||
var refCount = info.Release(_descriptorAllocator);
|
||||
#if DEBUG || GHOST_EDITOR
|
||||
_resourceName.Remove(handle, out var name);
|
||||
if (refCount > 0)
|
||||
{
|
||||
throw new GPUResourceLeakException(refCount, info.ResourcePtr, _resourceName[info]);
|
||||
throw new GPUResourceLeakException(refCount, info.ResourcePtr, name ?? "Unknown Resource");
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -269,6 +297,8 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
|
||||
|
||||
public ref Mesh GetMeshReference(Handle<Mesh> handle)
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
|
||||
ref var mesh = ref _meshes.GetElementReferenceAt(handle.id, handle.generation, out var exist);
|
||||
if (!exist)
|
||||
{
|
||||
@@ -280,6 +310,8 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
|
||||
|
||||
public void ReleaseMesh(Handle<Mesh> handle)
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
|
||||
ref var mesh = ref _meshes.GetElementReferenceAt(handle.id, handle.generation, out var exist);
|
||||
if (!exist)
|
||||
{
|
||||
@@ -306,6 +338,8 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
|
||||
|
||||
public ref Material GetMaterialReference(Handle<Material> handle)
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
|
||||
ref var material = ref _materials.GetElementReferenceAt(handle.id, handle.generation, out var exist);
|
||||
if (!exist)
|
||||
{
|
||||
@@ -317,6 +351,8 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
|
||||
|
||||
public void ReleaseMaterial(Handle<Material> handle)
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
|
||||
ref var material = ref _materials.GetElementReferenceAt(handle.id, handle.generation, out var exist);
|
||||
if (!exist)
|
||||
{
|
||||
@@ -327,43 +363,45 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
|
||||
_materials.Remove(handle.id, handle.generation);
|
||||
}
|
||||
|
||||
public Identifier<Shader> AddShader(ref readonly Shader shader)
|
||||
public Identifier<Shader> AddShader(Shader shader)
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
|
||||
var id = _shaders.Count;
|
||||
_shaders.Add(new Slot<Shader> { value = shader, occupied = true });
|
||||
_shaders.Add(shader);
|
||||
return new Identifier<Shader>(id);
|
||||
}
|
||||
|
||||
public bool HasShader(Identifier<Shader> id)
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
return id.value >= 0 && id.value < _shaders.Count && _shaders[id.value].occupied;
|
||||
return id.value >= 0 && id.value < _shaders.Count && _shaders[id.value] != null;
|
||||
}
|
||||
|
||||
public ref Shader GetShaderReference(Identifier<Shader> id)
|
||||
public Shader GetShaderReference(Identifier<Shader> id)
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
|
||||
if (!HasShader(id))
|
||||
{
|
||||
throw new ArgumentOutOfRangeException(nameof(id), $"Shader id {id} is invalid.");
|
||||
}
|
||||
|
||||
ref var shader = ref _shaders[id.value].value;
|
||||
return ref shader;
|
||||
var shader = _shaders[id.value]!;
|
||||
return shader;
|
||||
}
|
||||
|
||||
public void ReleaseShader(Identifier<Shader> id)
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
|
||||
if (!HasShader(id))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
ref var shaderSlot = ref _shaders[id.value];
|
||||
|
||||
ReleaseResource(ref shaderSlot.value);
|
||||
shaderSlot.occupied = false;
|
||||
ref var shader = ref _shaders[id.value]!;
|
||||
ReleaseResource(ref shader);
|
||||
}
|
||||
|
||||
public void AddShaderPass(ShaderPassKey passKey, ShaderPass pass)
|
||||
@@ -384,36 +422,63 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
|
||||
return pass;
|
||||
}
|
||||
|
||||
// Should we need to release the shaderSlot pass?
|
||||
public void RemoveShaderPass(ShaderPassKey passKey)
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
|
||||
if (_shaderPasses.Remove(passKey, out var pass))
|
||||
{
|
||||
ReleaseResource(ref pass);
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
[Conditional("DEBUG"), Conditional("GHOST_EDITOR")]
|
||||
static void ThrowMemoryLeakException(string resourceType, int count)
|
||||
{
|
||||
throw new InvalidOperationException($"ResourceAllocator is being disposed with {count} {resourceType} still registered. Ensure all resources are released before disposing.");
|
||||
}
|
||||
|
||||
if (_disposed)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
#if DEBUG || GHOST_EDITOR
|
||||
if (_resources.Count > 0)
|
||||
{
|
||||
throw new InvalidOperationException($"ResourceAllocator is being disposed with {_resources.Count} allocations still registered. Ensure all resources are released before disposing.");
|
||||
ThrowMemoryLeakException("GPU resources", _resources.Count);
|
||||
}
|
||||
|
||||
if (_meshes.Count > 0)
|
||||
{
|
||||
throw new InvalidOperationException($"ResourceAllocator is being disposed with {_meshes.Count} meshes still registered. Ensure all meshes are released before disposing.");
|
||||
ThrowMemoryLeakException("meshes", _meshes.Count);
|
||||
}
|
||||
|
||||
if (_materials.Count > 0)
|
||||
{
|
||||
throw new InvalidOperationException($"ResourceAllocator is being disposed with {_materials.Count} materials still registered. Ensure all materials are released before disposing.");
|
||||
ThrowMemoryLeakException("materials", _materials.Count);
|
||||
}
|
||||
|
||||
if (_shaders.Count > 0)
|
||||
// Shader are reference type, it will be managed by GC, so we don't throw exception here.
|
||||
for (var i = 0; i < _shaders.Count; i++)
|
||||
{
|
||||
throw new InvalidOperationException($"ResourceAllocator is being disposed with {_shaders.Count} shaders still registered. Ensure all shaders are released before disposing.");
|
||||
ref var shader = ref _shaders[i];
|
||||
if (shader == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
ReleaseResource(ref shader);
|
||||
}
|
||||
#endif
|
||||
|
||||
// Same for shader pass.
|
||||
foreach (var kv in _shaderPasses)
|
||||
{
|
||||
var pass = kv.Value;
|
||||
ReleaseResource(ref pass);
|
||||
}
|
||||
|
||||
_resources.Dispose();
|
||||
_meshes.Dispose();
|
||||
_materials.Dispose();
|
||||
|
||||
Reference in New Issue
Block a user