Refactor descriptor handling and shader compilation

Refactored descriptor allocation and release logic by introducing `IDescriptorAllocator` and replacing `DescriptorHeapAllocator` with `D3D12DescriptorHeap`. Updated descriptor structs to include validation properties and improved memory management with `ReadOnlySpan`.

Enhanced shader compilation by introducing `ShaderStage` and `CompilerVersion` enums, enabling more flexible and maintainable shader handling.

Refactored `Mesh` to use `IBuffer` for vertex and index buffers, added bindless descriptor support, and improved resource cleanup.

Updated `RenderSystem` and other components for better initialization, error handling, and disposal logic. General improvements to code readability and maintainability.
This commit is contained in:
2025-09-13 20:07:29 +09:00
parent 1dfed83e38
commit 74bb2ccda5
23 changed files with 561 additions and 403 deletions

View File

@@ -0,0 +1,253 @@
using System.Diagnostics;
using System.Numerics;
using Win32;
using Win32.Graphics.Direct3D12;
using DescriptorIndex = System.UInt32;
namespace Ghost.Graphics.D3D12.Utilities;
internal unsafe struct D3D12DescriptorHeap : IDisposable
{
private const DescriptorIndex _INVALID_DESCRIPTOR_INDEX = ~0u;
private readonly ID3D12Device14* _pDevice;
private ComPtr<ID3D12DescriptorHeap> _heap;
private ComPtr<ID3D12DescriptorHeap> _shaderVisibleHeap;
private CpuDescriptorHandle _startCpuHandle;
private CpuDescriptorHandle _startCpuHandleShaderVisible;
private GpuDescriptorHandle _startGpuHandleShaderVisible;
private DescriptorIndex _searchStart;
private bool[] _allocatedDescriptors = [];
private readonly Lock _lock = new();
public DescriptorHeapType HeapType
{
get;
}
public uint NumDescriptors
{
get; private set;
}
public uint NumAllocatedDescriptors
{
get; private set;
}
public bool ShaderVisible
{
get;
}
public uint Stride
{
get;
}
public readonly ID3D12DescriptorHeap* Heap => _heap.Get();
public readonly ID3D12DescriptorHeap* ShaderVisibleHeap => _shaderVisibleHeap.Get();
public D3D12DescriptorHeap(string name, ID3D12Device14* device, DescriptorHeapType type, uint numDescriptors)
{
_pDevice = device;
HeapType = type;
NumDescriptors = numDescriptors;
ShaderVisible = type == DescriptorHeapType.CbvSrvUav || type == DescriptorHeapType.Sampler;
Stride = device->GetDescriptorHandleIncrementSize(type);
var success = AllocateResources(numDescriptors);
Debug.Assert(success);
_heap.Get()->SetName(name);
if (ShaderVisible)
{
_shaderVisibleHeap.Get()->SetName($"{name} Shader Visible");
}
}
public DescriptorIndex AllocateDescriptor() => AllocateDescriptors(1);
public DescriptorIndex AllocateDescriptors(uint count)
{
lock (_lock)
{
DescriptorIndex foundIndex = 0;
uint freeCount = 0;
var found = false;
// Find a contiguous range of 'count' indices for which _allocatedDescriptors[index] is false
for (var index = _searchStart; index < NumDescriptors; index++)
{
if (_allocatedDescriptors[index])
{
freeCount = 0;
}
else
{
freeCount += 1;
}
if (freeCount >= count)
{
foundIndex = index > 0 ? index - count + 1 : 0;
found = true;
break;
}
}
if (!found)
{
foundIndex = NumDescriptors;
if (!Grow(NumDescriptors + count))
{
Debug.WriteLine("ERROR: Failed to grow a descriptor heap!");
return _INVALID_DESCRIPTOR_INDEX;
}
}
for (var index = foundIndex; index < foundIndex + count; index++)
{
_allocatedDescriptors[index] = true;
}
NumAllocatedDescriptors += count;
_searchStart = foundIndex + count;
return foundIndex;
}
}
public void ReleaseDescriptor(DescriptorIndex index) => ReleaseDescriptors(index, 1);
public void ReleaseDescriptors(DescriptorIndex baseIndex, uint count = 1)
{
if (count == 0)
{
return;
}
lock (_lock)
{
for (var index = baseIndex; index < baseIndex + count; index++)
{
#if DEBUG
if (!_allocatedDescriptors[index])
{
Debug.WriteLine("Error: Attempted to release an un-allocated descriptor");
}
#endif
_allocatedDescriptors[index] = false;
}
NumAllocatedDescriptors -= count;
if (_searchStart > baseIndex)
{
_searchStart = baseIndex;
}
}
}
public readonly CpuDescriptorHandle GetCpuHandle(DescriptorIndex index)
{
var handle = _startCpuHandle;
return handle.Offset((int)index, Stride);
}
public readonly CpuDescriptorHandle GetCpuHandleShaderVisible(DescriptorIndex index)
{
var handle = _startCpuHandleShaderVisible;
return handle.Offset((int)index, Stride);
}
public readonly GpuDescriptorHandle GetGpuHandle(DescriptorIndex index)
{
var handle = _startGpuHandleShaderVisible;
return handle.Offset((int)index, Stride);
}
public readonly void CopyToShaderVisibleHeap(DescriptorIndex index, uint count = 1)
{
_pDevice->CopyDescriptorsSimple(count, GetCpuHandleShaderVisible(index), GetCpuHandle(index), HeapType);
}
private bool AllocateResources(uint numDescriptors)
{
NumDescriptors = numDescriptors;
_heap.Dispose();
_shaderVisibleHeap.Dispose();
DescriptorHeapDescription heapDesc = new()
{
Type = HeapType,
NumDescriptors = numDescriptors,
Flags = DescriptorHeapFlags.None,
NodeMask = 0
};
fixed (void* heapPtr = &_heap)
{
var hr = _pDevice->CreateDescriptorHeap(&heapDesc, __uuidof<ID3D12DescriptorHeap>(), (void**)heapPtr);
if (hr.Failure)
{
return false;
}
}
_startCpuHandle = _heap.Get()->GetCPUDescriptorHandleForHeapStart();
Array.Resize(ref _allocatedDescriptors, (int)numDescriptors);
if (ShaderVisible)
{
heapDesc.Flags = DescriptorHeapFlags.ShaderVisible;
fixed (void* heapPtr = &_shaderVisibleHeap)
{
var hr = _pDevice->CreateDescriptorHeap(&heapDesc, __uuidof<ID3D12DescriptorHeap>(), (void**)heapPtr);
if (hr.Failure)
{
return false;
}
}
_startCpuHandleShaderVisible = _shaderVisibleHeap.Get()->GetCPUDescriptorHandleForHeapStart();
_startGpuHandleShaderVisible = _shaderVisibleHeap.Get()->GetGPUDescriptorHandleForHeapStart();
}
return true;
}
private bool Grow(uint minRequiredSize)
{
var oldSize = NumDescriptors;
var newSize = BitOperations.RoundUpToPowerOf2(minRequiredSize);
var oldHeap = _heap;
if (!AllocateResources(newSize))
{
return false;
}
_pDevice->CopyDescriptorsSimple(oldSize, _startCpuHandle, oldHeap.Get()->GetCPUDescriptorHandleForHeapStart(), HeapType);
if (_shaderVisibleHeap.Get() is not null)
{
_pDevice->CopyDescriptorsSimple(oldSize, _startCpuHandleShaderVisible, oldHeap.Get()->GetCPUDescriptorHandleForHeapStart(), HeapType);
}
return true;
}
/// <inheritdoc />
public void Dispose()
{
_heap.Dispose();
_shaderVisibleHeap.Dispose();
}
}