forked from Misaki/GhostEngine
Refactor: variant-aware shader/material pipeline overhaul
Major architectural update to graphics/material/shader system: - Introduced strongly-typed key structs (Key64/Key128) for passes, variants, and pipelines; removed legacy key types. - Implemented robust hashing and key generation utilities for efficient variant and pipeline lookup/caching. - Shader compiler now compiles/caches all keyword variants using new key system; includes handled as lists. - Switched to push constant root signature for per-draw data; updated HLSL and C# codegen accordingly. - Refactored Material, Shader, and Pass data structures for cache efficiency and variant support. - Pipeline library and PSO management now use 128-bit keys and variant-specific caching. - Replaced WorldNode with SceneNode in editor/scene graph; introduced ComponentManager for archetype/query management. - Migrated math utilities to Misaki.HighPerformance.Mathematics; updated editor controls. - Updated all HLSL and codegen for new buffer/push constant layouts and macros. - Misc: project reference cleanup, D3D12 Work Graph support, doc updates, and code modernization.
This commit is contained in:
@@ -486,7 +486,7 @@ internal unsafe class D3D12CommandBuffer : ICommandBuffer
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_commandList.Get()->RSSetViewports(1, &d3d12Viewport);
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}
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public void SetPipelineState(GraphicsPipelineKey pipelineKey)
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public void SetPipelineState(Key128<GraphicsPipeline> pipelineKey)
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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@@ -601,6 +601,24 @@ internal unsafe class D3D12CommandBuffer : ICommandBuffer
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_commandList.Get()->IASetPrimitiveTopology(d3d12Topology);
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}
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public void SetGraphicsRoot32Constants(uint rootIndex, ReadOnlySpan<uint> constantBuffer, uint offsetIn32Bits = 0)
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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#if !DEBUG
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if (_lastError.Status != ErrorStatus.None)
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{
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return;
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}
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#endif
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IncrementCommandCount();
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fixed (uint* pConstants = constantBuffer)
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{
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_commandList.Get()->SetGraphicsRoot32BitConstants(rootIndex, (uint)constantBuffer.Length, pConstants, offsetIn32Bits);
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}
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}
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public void Draw(uint vertexCount, uint instanceCount = 1, uint startVertex = 0, uint startInstance = 0)
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{
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ThrowIfDisposed();
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@@ -672,6 +690,32 @@ internal unsafe class D3D12CommandBuffer : ICommandBuffer
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// _device.Get()->DispatchRays();
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}
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public void DispatchGraph()
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{
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throw new NotImplementedException();
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}
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public void ExecuteIndirect(Handle<GraphicsBuffer> argumentBuffer, ulong argumentOffset, Handle<GraphicsBuffer> countBuffer, ulong countBufferOffset)
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{
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throw new NotImplementedException();
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ThrowIfDisposed();
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ThrowIfNotRecording();
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#if !DEBUG
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if (_lastError.Status != ErrorStatus.None)
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{
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return;
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}
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#endif
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IncrementCommandCount();
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var resource = _resourceDatabase.GetResource(argumentBuffer.AsResource());
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var countResource = _resourceDatabase.GetResource(countBuffer.AsResource());
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_commandList.Get()->ExecuteIndirect(null, 0,
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resource, argumentOffset, countResource, countBufferOffset);
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}
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public void UploadBuffer<T>(Handle<GraphicsBuffer> buffer, ReadOnlySpan<T> data)
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where T : unmanaged
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{
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@@ -21,7 +21,7 @@ internal struct D3D12PipelineState : IDisposable
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{
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public D3DX12_MESH_SHADER_PIPELINE_STATE_DESC psoDesc;
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public UniquePtr<ID3D12PipelineState> pso;
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public ShaderPassKey shaderPass;
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public Key64<ShaderVariant> shaderVariant;
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public void Dispose()
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{
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@@ -37,7 +37,7 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary
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private UniquePtr<ID3D12PipelineLibrary1> _library;
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private UniquePtr<ID3D12RootSignature> _defaultRootSignature;
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private readonly Dictionary<GraphicsPipelineKey, D3D12PipelineState> _pipelineCache;
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private readonly Dictionary<Key128<GraphicsPipeline>, D3D12PipelineState> _pipelineCache;
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public ID3D12RootSignature* DefaultRootSignature => _defaultRootSignature.Get();
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@@ -46,7 +46,7 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary
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_device = device;
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_resourceDatabase = resourceDatabase;
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_pipelineCache = new Dictionary<GraphicsPipelineKey, D3D12PipelineState>();
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_pipelineCache = new Dictionary<Key128<GraphicsPipeline>, D3D12PipelineState>();
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CreateDefaultRootSignature().ThrowIfFailed();
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}
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@@ -58,6 +58,8 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary
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// NOTE: Since we are targeting SM 6.6, we can use ResourceDescriptorHeap and SamplerDescriptorHeap directly without needing to set up viewGroup tables.
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var rootParameters = stackalloc D3D12_ROOT_PARAMETER1[RootSignatureLayout.ROOT_PARAMETER_COUNT];
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#if false
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rootParameters[0] = new D3D12_ROOT_PARAMETER1
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{
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ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV,
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@@ -85,39 +87,19 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary
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ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
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Descriptor = new D3D12_ROOT_DESCRIPTOR1(RootSignatureLayout.PER_MATERIAL_BUFFER_SLOT, 0), // b3
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};
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#if USE_TRADITIONAL_BINDLESS
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// Descriptor table for bindless textures
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var srvRange = new D3D12_DESCRIPTOR_RANGE1(
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D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
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~0u,
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0,
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0,
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D3D12_DESCRIPTOR_RANGE_FLAGS_DATA_VOLATILE);
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rootParameters[4] = new D3D12_ROOT_PARAMETER1
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#else
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rootParameters[0] = new D3D12_ROOT_PARAMETER1
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{
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ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE,
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ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS,
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ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
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DescriptorTable = new D3D12_ROOT_DESCRIPTOR_TABLE1(1, &srvRange)
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};
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// Descriptor table for bindless samplers
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var sampRange = new D3D12_DESCRIPTOR_RANGE1(
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D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER,
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~0u,
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0,
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0,
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D3D12_DESCRIPTOR_RANGE_FLAGS_DATA_VOLATILE);
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rootParameters[5] = new D3D12_ROOT_PARAMETER1
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{
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ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE,
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ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
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DescriptorTable = new D3D12_ROOT_DESCRIPTOR_TABLE1(1, &sampRange)
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Constants = new D3D12_ROOT_CONSTANTS
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{
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ShaderRegister = 0, // b0
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RegisterSpace = 0, // space0
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Num32BitValues = 4 // Global, View, Object, Material indices
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}
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};
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#endif
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var rootSignatureDesc = new D3D12_ROOT_SIGNATURE_DESC1
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{
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NumParameters = RootSignatureLayout.ROOT_PARAMETER_COUNT,
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@@ -125,10 +107,8 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary
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NumStaticSamplers = 0,
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pStaticSamplers = null,
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Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT
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#if !USE_TRADITIONAL_BINDLESS
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| D3D12_ROOT_SIGNATURE_FLAG_CBV_SRV_UAV_HEAP_DIRECTLY_INDEXED
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| D3D12_ROOT_SIGNATURE_FLAG_SAMPLER_HEAP_DIRECTLY_INDEXED
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#endif
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};
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var versionedDesc = new D3D12_VERSIONED_ROOT_SIGNATURE_DESC
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@@ -195,41 +175,31 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary
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private static Result<CBufferInfo> ValidateReflectionData(ShaderReflectionData reflectionData)
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{
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var cbufferInfo = default(CBufferInfo);
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foreach (var info in reflectionData.ResourcesBindings)
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if (reflectionData.ResourcesBindings.Count != RootSignatureLayout.ROOT_PARAMETER_COUNT)
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{
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if (info.BindPoint >= RootSignatureLayout.ROOT_PARAMETER_COUNT)
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{
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return Result.Failure($"Resource binding point {info.BindPoint} is out of range. Only binding points 0-3 are supported in the current root signature.");
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}
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if (info.Type != ShaderInputType.ConstantBuffer)
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{
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return Result.Failure($"Resource binding type {info.Type} is not supported. Please consider using bindless resources for buffers, textures and samplers.");
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}
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if (info.BindPoint == RootSignatureLayout.PER_OBJECT_BUFFER_SLOT)
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{
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if (info.Size != sizeof(PerObjectData))
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{
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return Result.Failure($"Per-object constant buffer size mismatch. Expected size: {sizeof(PerObjectData)}, Actual size: {info.Size}");
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}
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}
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if (info.BindPoint == RootSignatureLayout.PER_MATERIAL_BUFFER_SLOT)
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{
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cbufferInfo = new CBufferInfo
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{
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Name = info.Name,
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RegisterSlot = info.BindPoint,
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RegisterSpace = info.Space,
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SizeInBytes = info.Size,
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Properties = info.Properties ?? [],
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};
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}
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return Result.Failure($"Shader must use all {RootSignatureLayout.ROOT_PARAMETER_COUNT} constant buffer slots defined in the root signature.");
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}
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var rootConstant = reflectionData.ResourcesBindings[0];
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if (rootConstant.Type != ShaderInputType.ConstantBuffer)
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{
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return Result.Failure($"Root constant parameter must be a constant buffer.");
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}
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if (rootConstant.Size != sizeof(PushConstantsData))
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{
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return Result.Failure($"Root constant buffer size must be {sizeof(PushConstantsData)} bytes.");
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}
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var cbufferInfo = new CBufferInfo
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{
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Name = rootConstant.Name,
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RegisterSlot = rootConstant.BindPoint,
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RegisterSpace = rootConstant.Space,
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SizeInBytes = rootConstant.Size,
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Properties = rootConstant.Properties
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};
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return Result.Success(cbufferInfo);
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}
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@@ -254,7 +224,7 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary
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return D3D12Utility.D3D12_DEPTH_STENCIL_DESC_CREATE(depthEnabled, writeEnabled, cmp);
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}
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public Result<GraphicsPipelineKey> CompilePSO(ref readonly GraphicsPSODescriptor descriptor, ref readonly GraphicsCompiledResult compiled)
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public Result<Key128<GraphicsPipeline>> CompilePSO(ref readonly GraphicsPSODescriptor descriptor, ref readonly GraphicsCompiledResult compiled)
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{
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static Result<CBufferInfo> ValidatePassReflectionData(ref readonly GraphicsCompiledResult compiled)
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{
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@@ -300,9 +270,8 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary
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return Result.Failure($"RTV format count exceeds the maximum supported render target count of {D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT}.");
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}
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var passPipelineKey = new PassPipelineKey(descriptor.RtvFormats, descriptor.DsvFormat);
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var materialPipelineKey = new MaterialPipelineKey(descriptor.PassId, descriptor.PipelineOption);
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var pipelineKey = GraphicsPipelineKey.Combine(materialPipelineKey, passPipelineKey);
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var passPipelineKey = new PassPipelineHash(descriptor.RtvFormats, descriptor.DsvFormat);
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var pipelineKey = RHIUtility.CreateGraphicsPipelineKey(descriptor.VariantKey, descriptor.PipelineOption, passPipelineKey);
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if (!_pipelineCache.ContainsKey(pipelineKey))
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{
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@@ -364,12 +333,11 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary
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ID3D12PipelineState* pPipelineState = default;
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var pKeyStr = stackalloc char[GraphicsPipelineKey.KEY_STRING_LENGTH];
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var keySpan = new Span<char>(pKeyStr, GraphicsPipelineKey.KEY_STRING_LENGTH);
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var kr = pipelineKey.GetString(keySpan);
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if (kr.IsFailure)
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var pKeyStr = stackalloc char[33]; // 32 for 128 bits key + 1 for null terminator
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var keySpan = new Span<char>(pKeyStr, 33);
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if (!pipelineKey.TryGetString(keySpan))
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{
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return kr;
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return Result.Failure("Failed to convert pipeline key to string.");
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}
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var hr = _library.Get()->LoadPipeline(pKeyStr, &streamDesc, __uuidof(pPipelineState), (void**)&pPipelineState);
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@@ -385,7 +353,7 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary
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}
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D3D12PipelineState pso = default;
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pso.shaderPass = descriptor.PassId;
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pso.shaderVariant = descriptor.VariantKey;
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pso.psoDesc = desc;
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pso.pso.Attach(pPipelineState);
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@@ -395,12 +363,12 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary
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return pipelineKey;
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}
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public bool HasPipeline(GraphicsPipelineKey key)
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public bool HasPipeline(Key128<GraphicsPipeline> key)
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{
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return _pipelineCache.ContainsKey(key);
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}
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public Result<SharedPtr<ID3D12PipelineState>, ErrorStatus> GetGraphicsPSO(GraphicsPipelineKey key)
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public Result<SharedPtr<ID3D12PipelineState>, ErrorStatus> GetGraphicsPSO(Key128<GraphicsPipeline> key)
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{
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if (_pipelineCache.TryGetValue(key, out var cacheEntry))
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{
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@@ -28,6 +28,11 @@ internal unsafe class D3D12RenderDevice : IRenderDevice
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public ICommandQueue ComputeQueue => _computeQueue;
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public ICommandQueue CopyQueue => _copyQueue;
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public FeatureSupport FeatureSupport
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{
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get;
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}
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public SharedPtr<IDXGIFactory7> DXGIFactory => _dxgiFactory.Share();
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public SharedPtr<ID3D12Device14> NativeDevice => _device.Share();
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public SharedPtr<IDXGIAdapter1> Adapter => _adapter.Share();
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@@ -51,6 +56,8 @@ internal unsafe class D3D12RenderDevice : IRenderDevice
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_graphicsQueue = new D3D12CommandQueue(_device.Get(), CommandQueueType.Graphics);
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_computeQueue = new D3D12CommandQueue(_device.Get(), CommandQueueType.Compute);
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_copyQueue = new D3D12CommandQueue(_device.Get(), CommandQueueType.Copy);
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FeatureSupport = GetFeatureSupport();
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}
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~D3D12RenderDevice()
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@@ -95,7 +102,7 @@ internal unsafe class D3D12RenderDevice : IRenderDevice
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_device.Attach(pDevice);
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}
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public FeatureSupport GetFeatureSupport()
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private FeatureSupport GetFeatureSupport()
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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@@ -142,6 +149,15 @@ internal unsafe class D3D12RenderDevice : IRenderDevice
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}
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}
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D3D12_FEATURE_DATA_D3D12_OPTIONS21 options9 = default;
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if (_device.Get()->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS21, &options9, (uint)sizeof(D3D12_FEATURE_DATA_D3D12_OPTIONS8)).SUCCEEDED)
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{
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if (options9.WorkGraphsTier != D3D12_WORK_GRAPHS_TIER.D3D12_WORK_GRAPHS_TIER_NOT_SUPPORTED)
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{
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support |= FeatureSupport.WorkGraphs;
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}
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}
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return support;
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}
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@@ -433,20 +433,6 @@ internal sealed unsafe partial class D3D12ResourceAllocator
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return uavDesc;
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}
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private static DXGI_FORMAT ConvertTextureFormat(TextureFormat format)
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{
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return format switch
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{
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TextureFormat.R8G8B8A8_UNorm => DXGI_FORMAT_R8G8B8A8_UNORM,
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TextureFormat.B8G8R8A8_UNorm => DXGI_FORMAT_B8G8R8A8_UNORM,
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TextureFormat.R16G16B16A16_Float => DXGI_FORMAT_R16G16B16A16_FLOAT,
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TextureFormat.R32G32B32A32_Float => DXGI_FORMAT_R32G32B32A32_FLOAT,
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TextureFormat.D24_UNorm_S8_UInt => DXGI_FORMAT_D24_UNORM_S8_UINT,
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TextureFormat.D32_Float => DXGI_FORMAT_D32_FLOAT,
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_ => throw new ArgumentException($"Unsupported texture format: {format}")
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};
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}
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private static D3D12_RESOURCE_FLAGS ConvertTextureUsage(TextureUsage usage)
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{
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var flags = D3D12_RESOURCE_FLAG_NONE;
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@@ -569,29 +555,6 @@ internal sealed unsafe partial class D3D12ResourceAllocator
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return D3D12_RESOURCE_STATE_COMMON;
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#endif
|
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}
|
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|
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private static ResourceState D3D12StatesToRHIState(D3D12_RESOURCE_STATES states)
|
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{
|
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return states switch
|
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{
|
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//case ResourceStates.None:
|
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//case ResourceStates.Present:
|
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D3D12_RESOURCE_STATE_COMMON => ResourceState.Common,
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D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER => ResourceState.VertexAndConstantBuffer,
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D3D12_RESOURCE_STATE_INDEX_BUFFER => ResourceState.IndexBuffer,
|
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D3D12_RESOURCE_STATE_RENDER_TARGET => ResourceState.RenderTarget,
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS => ResourceState.UnorderedAccess,
|
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D3D12_RESOURCE_STATE_DEPTH_WRITE => ResourceState.DepthWrite,
|
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D3D12_RESOURCE_STATE_DEPTH_READ => ResourceState.DepthRead,
|
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE => ResourceState.PixelShaderResource,
|
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//case ResourceStates.Predication:
|
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D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT => ResourceState.IndirectArgument,
|
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D3D12_RESOURCE_STATE_COPY_DEST => ResourceState.CopyDest,
|
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D3D12_RESOURCE_STATE_COPY_SOURCE => ResourceState.CopySource,
|
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D3D12_RESOURCE_STATE_GENERIC_READ => ResourceState.GenericRead,
|
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_ => ResourceState.Common,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: Dedicated pool for copy, render graph, and persistent resources
|
||||
@@ -648,7 +611,7 @@ internal sealed unsafe partial class D3D12ResourceAllocator : IResourceAllocator
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private Handle<GPUResource> TrackResource(D3D12MA_Allocation* allocation, D3D12_RESOURCE_STATES state, ResourceViewGroup resourceDescriptor, ResourceDesc desc, bool isTemp)
|
||||
{
|
||||
var handle = _resourceDatabase.AddResource(allocation, _fenceSynchronizer.CPUFenceValue, D3D12StatesToRHIState(state), resourceDescriptor, desc);
|
||||
var handle = _resourceDatabase.AddResource(allocation, _fenceSynchronizer.CPUFenceValue, D3D12Utility.ToResourceState(state) , resourceDescriptor, desc);
|
||||
|
||||
if (isTemp)
|
||||
{
|
||||
@@ -664,7 +627,7 @@ internal sealed unsafe partial class D3D12ResourceAllocator : IResourceAllocator
|
||||
|
||||
CheckTexture2DSize(desc.Width, desc.Height);
|
||||
|
||||
var d3d12Format = ConvertTextureFormat(desc.Format);
|
||||
var dxgiFormat = D3D12Utility.ToDXGIFormat(desc.Format);
|
||||
var maxDimension = Math.Max(desc.Width, Math.Max(desc.Height, desc.Slice));
|
||||
var mipLevels = desc.MipLevels == 0
|
||||
? (ushort)(1 + Math.Floor(Math.Log2(maxDimension)))
|
||||
@@ -674,33 +637,33 @@ internal sealed unsafe partial class D3D12ResourceAllocator : IResourceAllocator
|
||||
var resourceDesc = desc.Dimension switch
|
||||
{
|
||||
TextureDimension.Texture2D => D3D12_RESOURCE_DESC.Tex2D(
|
||||
d3d12Format,
|
||||
dxgiFormat,
|
||||
desc.Width,
|
||||
desc.Height,
|
||||
mipLevels: mipLevels,
|
||||
flags: resourceFlags),
|
||||
TextureDimension.Texture3D => D3D12_RESOURCE_DESC.Tex3D(
|
||||
d3d12Format,
|
||||
dxgiFormat,
|
||||
desc.Width,
|
||||
desc.Height,
|
||||
(ushort)desc.Slice,
|
||||
flags: resourceFlags),
|
||||
TextureDimension.TextureCube => D3D12_RESOURCE_DESC.Tex2D(
|
||||
d3d12Format,
|
||||
dxgiFormat,
|
||||
desc.Width,
|
||||
desc.Height,
|
||||
mipLevels: mipLevels,
|
||||
arraySize: 6,
|
||||
flags: resourceFlags),
|
||||
TextureDimension.Texture2DArray => D3D12_RESOURCE_DESC.Tex2D(
|
||||
d3d12Format,
|
||||
dxgiFormat,
|
||||
desc.Width,
|
||||
desc.Height,
|
||||
mipLevels: mipLevels,
|
||||
arraySize: (ushort)desc.Slice,
|
||||
flags: resourceFlags),
|
||||
TextureDimension.TextureCubeArray => D3D12_RESOURCE_DESC.Tex2D(
|
||||
d3d12Format,
|
||||
dxgiFormat,
|
||||
desc.Width,
|
||||
desc.Height,
|
||||
mipLevels: mipLevels,
|
||||
@@ -906,7 +869,7 @@ internal sealed unsafe partial class D3D12ResourceAllocator : IResourceAllocator
|
||||
{
|
||||
Size = (uint)sizeof(PerObjectData),
|
||||
Stride = (uint)sizeof(PerObjectData),
|
||||
Usage = BufferUsage.Constant,
|
||||
Usage = BufferUsage.Raw | BufferUsage.ShaderResource,
|
||||
MemoryType = ResourceMemoryType.Default,
|
||||
};
|
||||
|
||||
|
||||
@@ -464,7 +464,7 @@ internal class D3D12ResourceDatabase : IResourceDatabase
|
||||
ThrowMemoryLeakException("materials", _materials.Count);
|
||||
}
|
||||
|
||||
// SDL are reference space, it will be managed by GC, so we don't throw exception here.
|
||||
// DSL are reference space, it will be managed by GC, so we don't throw exception here.
|
||||
for (var i = 0; i < _shaders.Count; i++)
|
||||
{
|
||||
ref var shader = ref _shaders[i];
|
||||
|
||||
@@ -2,10 +2,10 @@ using Ghost.Core;
|
||||
|
||||
namespace Ghost.Graphics.D3D12;
|
||||
|
||||
internal readonly struct RTVDescriptor : IIdentifierType;
|
||||
internal readonly struct DSVDescriptor : IIdentifierType;
|
||||
internal readonly struct CbvSrvUavDescriptor : IIdentifierType;
|
||||
internal readonly struct SamplerDescriptor : IIdentifierType;
|
||||
internal readonly struct RTVDescriptor;
|
||||
internal readonly struct DSVDescriptor;
|
||||
internal readonly struct CbvSrvUavDescriptor;
|
||||
internal readonly struct SamplerDescriptor;
|
||||
|
||||
internal struct ResourceViewGroup
|
||||
{
|
||||
|
||||
@@ -77,41 +77,136 @@ internal unsafe static class D3D12Utility
|
||||
|
||||
public static D3D12_RESOURCE_STATES ToD3D12States(this ResourceState state)
|
||||
{
|
||||
return state switch
|
||||
var d3dStates = D3D12_RESOURCE_STATES.D3D12_RESOURCE_STATE_COMMON;
|
||||
|
||||
if (state.HasFlag(ResourceState.VertexAndConstantBuffer))
|
||||
{
|
||||
ResourceState.Common or ResourceState.Present => D3D12_RESOURCE_STATE_COMMON,
|
||||
ResourceState.VertexAndConstantBuffer => D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER,
|
||||
ResourceState.IndexBuffer => D3D12_RESOURCE_STATE_INDEX_BUFFER,
|
||||
ResourceState.RenderTarget => D3D12_RESOURCE_STATE_RENDER_TARGET,
|
||||
ResourceState.UnorderedAccess => D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
|
||||
ResourceState.DepthWrite => D3D12_RESOURCE_STATE_DEPTH_WRITE,
|
||||
ResourceState.DepthRead => D3D12_RESOURCE_STATE_DEPTH_READ,
|
||||
ResourceState.PixelShaderResource => D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
|
||||
ResourceState.CopyDest => D3D12_RESOURCE_STATE_COPY_DEST,
|
||||
ResourceState.CopySource => D3D12_RESOURCE_STATE_COPY_SOURCE,
|
||||
ResourceState.GenericRead => D3D12_RESOURCE_STATE_GENERIC_READ,
|
||||
ResourceState.IndirectArgument => D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT,
|
||||
ResourceState.NonPixelShaderResource => D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE,
|
||||
_ => throw new ArgumentException($"Unknown resource state: {state}")
|
||||
};
|
||||
d3dStates |= D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
|
||||
}
|
||||
|
||||
if (state.HasFlag(ResourceState.IndexBuffer))
|
||||
{
|
||||
d3dStates |= D3D12_RESOURCE_STATE_INDEX_BUFFER;
|
||||
}
|
||||
|
||||
if (state.HasFlag(ResourceState.RenderTarget))
|
||||
{
|
||||
d3dStates |= D3D12_RESOURCE_STATE_RENDER_TARGET;
|
||||
}
|
||||
|
||||
if (state.HasFlag(ResourceState.UnorderedAccess))
|
||||
{
|
||||
d3dStates |= D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
|
||||
}
|
||||
|
||||
if (state.HasFlag(ResourceState.DepthWrite))
|
||||
{
|
||||
d3dStates |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
|
||||
}
|
||||
|
||||
if (state.HasFlag(ResourceState.DepthRead))
|
||||
{
|
||||
d3dStates |= D3D12_RESOURCE_STATE_DEPTH_READ;
|
||||
}
|
||||
|
||||
if (state.HasFlag(ResourceState.PixelShaderResource))
|
||||
{
|
||||
d3dStates |= D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
|
||||
}
|
||||
|
||||
if (state.HasFlag(ResourceState.CopyDest))
|
||||
{
|
||||
d3dStates |= D3D12_RESOURCE_STATE_COPY_DEST;
|
||||
}
|
||||
|
||||
if (state.HasFlag(ResourceState.CopySource))
|
||||
{
|
||||
d3dStates |= D3D12_RESOURCE_STATE_COPY_SOURCE;
|
||||
}
|
||||
|
||||
if (state.HasFlag(ResourceState.GenericRead))
|
||||
{
|
||||
d3dStates |= D3D12_RESOURCE_STATE_GENERIC_READ;
|
||||
}
|
||||
|
||||
if (state.HasFlag(ResourceState.IndirectArgument))
|
||||
{
|
||||
d3dStates |= D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT;
|
||||
}
|
||||
|
||||
if (state.HasFlag(ResourceState.NonPixelShaderResource))
|
||||
{
|
||||
d3dStates |= D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
|
||||
}
|
||||
|
||||
return d3dStates;
|
||||
}
|
||||
|
||||
public static ResourceState ToResourceState(this D3D12_RESOURCE_STATES states)
|
||||
{
|
||||
return states switch
|
||||
var resourceState = ResourceState.Common;
|
||||
|
||||
if (states.HasFlag(D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER))
|
||||
{
|
||||
D3D12_RESOURCE_STATE_COMMON => ResourceState.Common,
|
||||
D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER => ResourceState.VertexAndConstantBuffer,
|
||||
D3D12_RESOURCE_STATE_INDEX_BUFFER => ResourceState.IndexBuffer,
|
||||
D3D12_RESOURCE_STATE_RENDER_TARGET => ResourceState.RenderTarget,
|
||||
D3D12_RESOURCE_STATE_UNORDERED_ACCESS => ResourceState.UnorderedAccess,
|
||||
D3D12_RESOURCE_STATE_DEPTH_WRITE => ResourceState.DepthWrite,
|
||||
D3D12_RESOURCE_STATE_DEPTH_READ => ResourceState.DepthRead,
|
||||
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE => ResourceState.PixelShaderResource,
|
||||
D3D12_RESOURCE_STATE_COPY_DEST => ResourceState.CopyDest,
|
||||
D3D12_RESOURCE_STATE_COPY_SOURCE => ResourceState.CopySource,
|
||||
_ => throw new ArgumentException($"Unknown D3D12 resource state: {states}")
|
||||
};
|
||||
resourceState |= ResourceState.VertexAndConstantBuffer;
|
||||
}
|
||||
|
||||
if (states.HasFlag(D3D12_RESOURCE_STATE_INDEX_BUFFER))
|
||||
{
|
||||
resourceState |= ResourceState.IndexBuffer;
|
||||
}
|
||||
|
||||
if (states.HasFlag(D3D12_RESOURCE_STATE_RENDER_TARGET))
|
||||
{
|
||||
resourceState |= ResourceState.RenderTarget;
|
||||
}
|
||||
|
||||
if (states.HasFlag(D3D12_RESOURCE_STATE_UNORDERED_ACCESS))
|
||||
{
|
||||
resourceState |= ResourceState.UnorderedAccess;
|
||||
}
|
||||
|
||||
if (states.HasFlag(D3D12_RESOURCE_STATE_DEPTH_WRITE))
|
||||
{
|
||||
resourceState |= ResourceState.DepthWrite;
|
||||
}
|
||||
|
||||
if (states.HasFlag(D3D12_RESOURCE_STATE_DEPTH_READ))
|
||||
{
|
||||
resourceState |= ResourceState.DepthRead;
|
||||
}
|
||||
|
||||
if (states.HasFlag(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE))
|
||||
{
|
||||
resourceState |= ResourceState.PixelShaderResource;
|
||||
}
|
||||
|
||||
if (states.HasFlag(D3D12_RESOURCE_STATE_COPY_DEST))
|
||||
{
|
||||
resourceState |= ResourceState.CopyDest;
|
||||
}
|
||||
|
||||
if (states.HasFlag(D3D12_RESOURCE_STATE_COPY_SOURCE))
|
||||
{
|
||||
resourceState |= ResourceState.CopySource;
|
||||
}
|
||||
|
||||
if (states.HasFlag(D3D12_RESOURCE_STATE_GENERIC_READ))
|
||||
{
|
||||
resourceState |= ResourceState.GenericRead;
|
||||
}
|
||||
|
||||
if (states.HasFlag(D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT))
|
||||
{
|
||||
resourceState |= ResourceState.IndirectArgument;
|
||||
}
|
||||
|
||||
if (states.HasFlag(D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE))
|
||||
{
|
||||
resourceState |= ResourceState.NonPixelShaderResource;
|
||||
}
|
||||
|
||||
return resourceState;
|
||||
}
|
||||
|
||||
public static D3D12_FILTER ToD3D12Filter(this TextureFilterMode filterMode)
|
||||
|
||||
Reference in New Issue
Block a user