forked from Misaki/GhostEngine
Added new RHI abstraction layer;
Added new console debug page to UnitTest;
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120
Ghost.Graphics/D3D12/D3D12CommandQueue.cs
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120
Ghost.Graphics/D3D12/D3D12CommandQueue.cs
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using Ghost.Graphics.RHI;
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using Win32;
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using Win32.Graphics.Direct3D12;
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namespace Ghost.Graphics.D3D12;
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/// <summary>
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/// D3D12 implementation of command queue interface
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/// </summary>
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internal unsafe class D3D12CommandQueue : ICommandQueue
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{
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private ComPtr<ID3D12CommandQueue> _queue;
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private ComPtr<ID3D12Fence1> _fence;
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private readonly AutoResetEvent _fenceEvent;
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private ulong _fenceValue;
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private bool _disposed;
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public CommandQueueType Type { get; }
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public ID3D12CommandQueue* NativeQueue => _queue.Get();
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public D3D12CommandQueue(ComPtr<ID3D12Device14> device, CommandQueueType type)
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{
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Type = type;
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_fenceEvent = new AutoResetEvent(false);
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_fenceValue = 0;
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var queueDesc = new CommandQueueDescription
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{
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Type = ConvertCommandQueueType(type),
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Priority = (int)CommandQueuePriority.Normal,
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Flags = CommandQueueFlags.None,
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};
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fixed (void* queuePtr = &_queue)
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{
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device.Get()->CreateCommandQueue(&queueDesc, __uuidof<ID3D12CommandQueue>(), (void**)queuePtr);
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}
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device.Get()->CreateFence(0, FenceFlags.None, __uuidof<ID3D12Fence1>(), _fence.GetVoidAddressOf());
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}
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public void Submit(ICommandBuffer commandBuffer)
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{
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if (commandBuffer is D3D12CommandBuffer d3d12CommandBuffer)
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{
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var commandList = d3d12CommandBuffer.NativeCommandList;
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var commandListPtr = (ID3D12CommandList*)commandList;
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_queue.Get()->ExecuteCommandLists(1, &commandListPtr);
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}
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else
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{
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throw new ArgumentException("Command buffer must be a D3D12CommandBuffer", nameof(commandBuffer));
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}
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}
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public void Submit(ICommandBuffer[] commandBuffers)
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{
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var commandLists = stackalloc ID3D12CommandList*[commandBuffers.Length];
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for (int i = 0; i < commandBuffers.Length; i++)
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{
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if (commandBuffers[i] is D3D12CommandBuffer d3d12CommandBuffer)
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{
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commandLists[i] = (ID3D12CommandList*)d3d12CommandBuffer.NativeCommandList;
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}
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else
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{
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throw new ArgumentException($"Command buffer at index {i} must be a D3D12CommandBuffer", nameof(commandBuffers));
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}
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}
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_queue.Get()->ExecuteCommandLists((uint)commandBuffers.Length, commandLists);
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}
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public ulong Signal(ulong value)
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{
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_fenceValue = value;
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_queue.Get()->Signal((ID3D12Fence*)_fence.Get(), _fenceValue);
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return _fenceValue;
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}
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public void WaitForValue(ulong value)
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{
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if (_fence.Get()->GetCompletedValue() < value)
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{
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var handle = new Handle((void*)_fenceEvent.SafeWaitHandle.DangerousGetHandle());
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if (_fence.Get()->SetEventOnCompletion(value, handle).Success)
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{
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_fenceEvent.WaitOne();
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}
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}
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}
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public ulong GetCompletedValue()
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{
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return _fence.Get()->GetCompletedValue();
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}
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private static CommandListType ConvertCommandQueueType(CommandQueueType type)
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{
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return type switch
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{
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CommandQueueType.Graphics => CommandListType.Direct,
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CommandQueueType.Compute => CommandListType.Compute,
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CommandQueueType.Copy => CommandListType.Copy,
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_ => throw new ArgumentException($"Unknown command queue type: {type}")
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};
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}
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public void Dispose()
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{
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if (_disposed) return;
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_fenceEvent?.Dispose();
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_fence.Dispose();
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_queue.Dispose();
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_disposed = true;
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}
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}
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