Add Ghost.Nvtt C# wrapper and integrate nvtt texture pipeline

- Introduce full managed C# wrapper for NVIDIA Texture Tools (nvtt) with safe handle classes, idiomatic APIs, and managed callback support.
- Integrate Ghost.Nvtt into Ghost.Editor.Core and Ghost.MicroTest; update TextureAssetHandler to use the new nvtt wrapper for texture compression.
- Add comprehensive end-to-end binding test (NvttBindingTest).
- Refactor D3D12 resource management: add deferred/immediate release APIs, update allocator/database usage, and ensure proper resource cleanup.
- Update project files for new native DLL layout and dependency versions.
- Minor API cleanups: EditorApplication properties, D3D12 input layout, and removal of obsolete code.
- Update shaders, tests, and documentation for new APIs and usage patterns.
This commit is contained in:
2026-02-23 17:13:10 +09:00
parent 78e3b4ef31
commit 93c58fa7fb
91 changed files with 3124 additions and 313 deletions

View File

@@ -21,10 +21,13 @@
<ItemGroup>
<PackageReference Include="Misaki.HighPerformance" Version="1.0.4" />
<PackageReference Include="Misaki.HighPerformance.Jobs" Version="1.2.2" />
<PackageReference Include="Misaki.HighPerformance.LowLevel" Version="1.3.3" />
<PackageReference Include="Misaki.HighPerformance.Jobs" Version="1.3.1" />
<PackageReference Include="Misaki.HighPerformance.LowLevel" Version="1.3.8">
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference>
<PackageReference Include="Misaki.HighPerformance.Mathematics" Version="1.3.1" />
<PackageReference Include="System.IO.Hashing" Version="10.0.1" />
<PackageReference Include="System.IO.Hashing" Version="10.0.3" />
<PackageReference Include="TerraFX.Interop.Windows" Version="10.0.26100.6" />
<PackageReference Include="ZLinq" Version="1.5.4" />
</ItemGroup>

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@@ -1,11 +1,13 @@
using Ghost.Entities;
using Ghost.Graphics;
using Misaki.HighPerformance.Jobs;
namespace Ghost.Engine;
public interface IEngineContext : IDisposable
{
JobScheduler JobScheduler { get; }
IJobScheduler JobScheduler { get; }
IRenderSystem RenderSystem { get; }
}
[AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = false)]
@@ -17,13 +19,24 @@ internal class EngineEntryAttribute : Attribute
internal sealed partial class EngineCore : IEngineContext
{
private readonly JobScheduler _jobScheduler;
private readonly RenderSystem _renderSystem;
public JobScheduler JobScheduler => _jobScheduler;
public IJobScheduler JobScheduler => _jobScheduler;
public IRenderSystem RenderSystem => _renderSystem;
public EngineCore()
{
_jobScheduler = new JobScheduler(Environment.ProcessorCount - 2); // We -2 here, one for main thread, one for render thread
// TODO: Remove the windows dependency from RenderSystem.
var renderingConfig = new RenderingConfig
{
FrameBufferCount = 2,
GraphicsAPI = GraphicsAPI.Direct3D12,
};
_renderSystem = new RenderSystem(renderingConfig);
ComponentRegistry.GetOrRegisterComponentID<ManagedEntityRef>();
}

View File

@@ -82,7 +82,7 @@ public unsafe partial struct EntityQuery
chunkInfos = chunkInfos.AsReadOnly()
};
var handle = world.JobScheduler.ScheduleParallel(ref batchJob, chunkInfos.Count, batchSize, dependency);
var handle = world.JobScheduler.ScheduleParallelFor(ref batchJob, chunkInfos.Count, batchSize, dependency);
var disposeJob = new DisposeJobChunk
{

View File

@@ -1178,7 +1178,7 @@ public unsafe partial struct EntityQuery
}
}
var jobHandle = world.JobScheduler.ScheduleParallel(ref runner, chunks.Count, batchSize, dependency);
var jobHandle = world.JobScheduler.ScheduleParallelFor(ref runner, chunks.Count, batchSize, dependency);
// 3. Dispose the temp lists
var disposeJob = new DisposeJobEntity1
@@ -1334,7 +1334,7 @@ public unsafe partial struct EntityQuery
}
}
var jobHandle = world.JobScheduler.ScheduleParallel(ref runner, chunks.Count, batchSize, dependency);
var jobHandle = world.JobScheduler.ScheduleParallelFor(ref runner, chunks.Count, batchSize, dependency);
// 3. Dispose the temp lists
var disposeJob = new DisposeJobEntity2
@@ -1517,7 +1517,7 @@ public unsafe partial struct EntityQuery
}
}
var jobHandle = world.JobScheduler.ScheduleParallel(ref runner, chunks.Count, batchSize, dependency);
var jobHandle = world.JobScheduler.ScheduleParallelFor(ref runner, chunks.Count, batchSize, dependency);
// 3. Dispose the temp lists
var disposeJob = new DisposeJobEntity3
@@ -1727,7 +1727,7 @@ public unsafe partial struct EntityQuery
}
}
var jobHandle = world.JobScheduler.ScheduleParallel(ref runner, chunks.Count, batchSize, dependency);
var jobHandle = world.JobScheduler.ScheduleParallelFor(ref runner, chunks.Count, batchSize, dependency);
// 3. Dispose the temp lists
var disposeJob = new DisposeJobEntity4
@@ -1964,7 +1964,7 @@ public unsafe partial struct EntityQuery
}
}
var jobHandle = world.JobScheduler.ScheduleParallel(ref runner, chunks.Count, batchSize, dependency);
var jobHandle = world.JobScheduler.ScheduleParallelFor(ref runner, chunks.Count, batchSize, dependency);
// 3. Dispose the temp lists
var disposeJob = new DisposeJobEntity5
@@ -2228,7 +2228,7 @@ public unsafe partial struct EntityQuery
}
}
var jobHandle = world.JobScheduler.ScheduleParallel(ref runner, chunks.Count, batchSize, dependency);
var jobHandle = world.JobScheduler.ScheduleParallelFor(ref runner, chunks.Count, batchSize, dependency);
// 3. Dispose the temp lists
var disposeJob = new DisposeJobEntity6
@@ -2519,7 +2519,7 @@ public unsafe partial struct EntityQuery
}
}
var jobHandle = world.JobScheduler.ScheduleParallel(ref runner, chunks.Count, batchSize, dependency);
var jobHandle = world.JobScheduler.ScheduleParallelFor(ref runner, chunks.Count, batchSize, dependency);
// 3. Dispose the temp lists
var disposeJob = new DisposeJobEntity7
@@ -2837,7 +2837,7 @@ public unsafe partial struct EntityQuery
}
}
var jobHandle = world.JobScheduler.ScheduleParallel(ref runner, chunks.Count, batchSize, dependency);
var jobHandle = world.JobScheduler.ScheduleParallelFor(ref runner, chunks.Count, batchSize, dependency);
// 3. Dispose the temp lists
var disposeJob = new DisposeJobEntity8

View File

@@ -216,7 +216,7 @@ public unsafe partial struct EntityQuery
}
}
var jobHandle = world.JobScheduler.ScheduleParallel(ref runner, chunks.Count, batchSize, dependency);
var jobHandle = world.JobScheduler.ScheduleParallelFor(ref runner, chunks.Count, batchSize, dependency);
// 3. Dispose the temp lists
var disposeJob = new DisposeJobEntity<#= i #>

View File

@@ -35,10 +35,9 @@ internal struct CBufferCache : IResourceReleasable
}
_cpuData.Dispose();
database.ScheduleReleaseResource(_gpuResource.AsResource());
database.ReleaseResource(GpuResource.AsResource());
_gpuResource = Handle<GraphicsBuffer>.Invalid;
_size = 0;
}
}

View File

@@ -117,9 +117,9 @@ public struct Mesh : IResourceReleasable
{
ReleaseCpuResources();
database.ReleaseResource(VertexBuffer.AsResource());
database.ReleaseResource(IndexBuffer.AsResource());
database.ReleaseResource(ObjectDataBuffer.AsResource());
database.ScheduleReleaseResource(VertexBuffer.AsResource());
database.ScheduleReleaseResource(IndexBuffer.AsResource());
database.ScheduleReleaseResource(ObjectDataBuffer.AsResource());
}
}

View File

@@ -47,9 +47,9 @@ internal class D3D12GraphicsEngine : IGraphicsEngine
_shaderCompiler = new DxcShaderCompiler();
_descriptorAllocator = new D3D12DescriptorAllocator(_device);
_resourceDatabase = new D3D12ResourceDatabase(_descriptorAllocator);
_resourceDatabase = new D3D12ResourceDatabase(renderSystem, _descriptorAllocator);
_pipelineLibrary = new D3D12PipelineLibrary(_device, _resourceDatabase);
_resourceAllocator = new D3D12ResourceAllocator(renderSystem, _device, _descriptorAllocator, _resourceDatabase, _pipelineLibrary);
_resourceAllocator = new D3D12ResourceAllocator(_device, _descriptorAllocator, _resourceDatabase, _pipelineLibrary);
_renderers = ImmutableArray<IRenderer>.Empty;
@@ -127,7 +127,7 @@ internal class D3D12GraphicsEngine : IGraphicsEngine
}
}
_resourceAllocator.ReleaseTempResources();
_resourceDatabase.EndFrame();
return r;
}
@@ -144,6 +144,8 @@ internal class D3D12GraphicsEngine : IGraphicsEngine
renderer.Dispose();
}
_resourceDatabase.ReleaseAllResourcesImmediately();
_resourceAllocator.Dispose();
_pipelineLibrary.Dispose();
_resourceDatabase.Dispose();

View File

@@ -5,11 +5,8 @@ using Ghost.Graphics.Core;
using Ghost.Graphics.D3D12.Utilities;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.LowLevel;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
using System.Diagnostics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using TerraFX.Interop.DirectX;
using TerraFX.Interop.Windows;
@@ -454,21 +451,18 @@ internal sealed unsafe partial class D3D12ResourceAllocator : IResourceAllocator
private UniquePtr<D3D12MA_Allocator> _d3d12MA;
private readonly IFenceSynchronizer _fenceSynchronizer;
private readonly D3D12RenderDevice _device;
private readonly D3D12DescriptorAllocator _descriptorAllocator;
private readonly D3D12ResourceDatabase _resourceDatabase;
private readonly D3D12PipelineLibrary _pipelineLibrary;
private UnsafeQueue<Handle<GPUResource>> _tempResources;
// TODO: We should use ring buffer pool in d3d12ma for upload buffer.
private readonly Handle<GraphicsBuffer> _uploadBatch;
private ulong _uploadBatchOffset;
private bool _disposed;
public D3D12ResourceAllocator(
IFenceSynchronizer fenceSynchronizer,
D3D12RenderDevice device,
D3D12DescriptorAllocator descriptorAllocator,
D3D12ResourceDatabase resourceDatabase,
@@ -485,14 +479,11 @@ internal sealed unsafe partial class D3D12ResourceAllocator : IResourceAllocator
ThrowIfFailed(D3D12MA_CreateAllocator(&desc, &pAllocator));
_d3d12MA.Attach(pAllocator);
_fenceSynchronizer = fenceSynchronizer;
_device = device;
_descriptorAllocator = descriptorAllocator;
_resourceDatabase = resourceDatabase;
_pipelineLibrary = pipelineLibrary;
_tempResources = new UnsafeQueue<Handle<GPUResource>>(64, Allocator.Persistent);
// Create an upload batch
var uploadDesc = new BufferDesc
{
@@ -513,13 +504,7 @@ internal sealed unsafe partial class D3D12ResourceAllocator : IResourceAllocator
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private Handle<GPUResource> TrackAllocation(D3D12MA_Allocation* allocation, ResourceBarrierData barrierData, ResourceViewGroup resourceDescriptor, ResourceDesc desc, string name, bool isTemp)
{
var handle = _resourceDatabase.AddAllocation(allocation, _fenceSynchronizer.CPUFenceValue, barrierData, resourceDescriptor, desc, name);
if (isTemp)
{
_tempResources.Enqueue(handle);
}
var handle = _resourceDatabase.AddAllocation(allocation, barrierData, resourceDescriptor, desc, name);
return handle;
}
@@ -844,7 +829,10 @@ internal sealed unsafe partial class D3D12ResourceAllocator : IResourceAllocator
};
offset = 0;
return CreateBuffer(in bufferDesc, "TempUploadBuffer", options);
var handle = CreateBuffer(in bufferDesc, "TempUploadBuffer", options);
_resourceDatabase.ScheduleReleaseResource(handle.AsResource());
return handle;
}
}
@@ -943,35 +931,6 @@ internal sealed unsafe partial class D3D12ResourceAllocator : IResourceAllocator
return _resourceDatabase.AddShader(shader);
}
public void ReleaseTempResources()
{
ObjectDisposedException.ThrowIf(_disposed, this);
while (_tempResources.Count > 0)
{
var handle = _tempResources.Peek();
var r = _resourceDatabase.GetResourceRecord(handle);
if (r.IsFailure || !r.Value.Allocated)
{
// Resource already released or invalid, just dequeue
_tempResources.Dequeue();
continue;
}
if (r.Value.cpuFenceValue > _fenceSynchronizer.GPUFenceValue)
{
// Resource still in use by GPU, stop processing.
// Since resources are enqueued in order, we can break here.
break;
}
_resourceDatabase.ReleaseResource(handle);
_tempResources.Dequeue();
}
_uploadBatchOffset = 0;
}
public void Dispose()
{
if (_disposed)
@@ -979,17 +938,8 @@ internal sealed unsafe partial class D3D12ResourceAllocator : IResourceAllocator
return;
}
Debug.Assert(_tempResources.Count == 0, "Temporary resources should be released before disposing the allocator.");
foreach (var handle in _tempResources)
{
_resourceDatabase.ReleaseResource(handle);
}
_resourceDatabase.ReleaseResource(_uploadBatch.AsResource());
_resourceDatabase.ReleaseResourceImmediately(_uploadBatch.AsResource());
_d3d12MA.Dispose();
_tempResources.Dispose();
_disposed = true;
GC.SuppressFinalize(this);

View File

@@ -6,8 +6,6 @@ using Misaki.HighPerformance.Collections;
using Misaki.HighPerformance.LowLevel;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
using System.Diagnostics;
using System.Diagnostics.CodeAnalysis;
using System.Runtime.InteropServices;
using TerraFX.Interop.DirectX;
@@ -43,19 +41,17 @@ internal class D3D12ResourceDatabase : IResourceDatabase
public ResourceBarrierData barrierData;
public uint cpuFenceValue;
public readonly bool isExternal;
public readonly bool Allocated => isExternal ? resource.resource.Get() != null : resource.allocation.Get() != null;
public readonly SharedPtr<ID3D12Resource> ResourcePtr => isExternal ? resource.resource.Get() : resource.allocation.Get()->GetResource();
public ResourceRecord(D3D12MA_Allocation* allocation, uint cpuFenceValue, ResourceBarrierData barrierData, ResourceViewGroup resourceDescriptor, ResourceDesc desc)
public ResourceRecord(D3D12MA_Allocation* allocation, ResourceBarrierData barrierData, ResourceViewGroup resourceDescriptor, ResourceDesc desc)
{
this.resource = new ResourceUnion(allocation);
this.isExternal = false;
this.viewGroup = resourceDescriptor;
this.cpuFenceValue = cpuFenceValue;
this.barrierData = barrierData;
this.desc = desc;
}
@@ -66,7 +62,6 @@ internal class D3D12ResourceDatabase : IResourceDatabase
this.isExternal = true;
this.viewGroup = viewGroup;
this.cpuFenceValue = ~0u;
this.barrierData = barrierData;
this.desc = resource->GetDesc().ToResourceDesc();
}
@@ -91,6 +86,19 @@ internal class D3D12ResourceDatabase : IResourceDatabase
}
}
private readonly struct ReleaseEntry
{
public readonly ResourceRecord record;
public readonly uint fenceValue;
public ReleaseEntry(ResourceRecord record, uint fenceValue)
{
this.record = record;
this.fenceValue = fenceValue;
}
}
private readonly IFenceSynchronizer _fenceSynchronizer;
private readonly D3D12DescriptorAllocator _descriptorAllocator;
private UnsafeSlotMap<ResourceRecord> _resources;
@@ -103,10 +111,13 @@ internal class D3D12ResourceDatabase : IResourceDatabase
private UnsafeSlotMap<Material> _materials;
private readonly DynamicArray<Shader> _shaders; // TODO: Use SlotMap?
private UnsafeQueue<ReleaseEntry> _releaseQueue;
private bool _disposed;
public D3D12ResourceDatabase(D3D12DescriptorAllocator descriptorAllocator)
public D3D12ResourceDatabase(IFenceSynchronizer fenceSynchronizer, D3D12DescriptorAllocator descriptorAllocator)
{
_fenceSynchronizer = fenceSynchronizer;
_descriptorAllocator = descriptorAllocator;
_resources = new UnsafeSlotMap<ResourceRecord>(64, Allocator.Persistent, AllocationOption.Clear);
@@ -117,6 +128,8 @@ internal class D3D12ResourceDatabase : IResourceDatabase
_meshes = new UnsafeSlotMap<Mesh>(64, Allocator.Persistent, AllocationOption.Clear);
_materials = new UnsafeSlotMap<Material>(16, Allocator.Persistent, AllocationOption.Clear);
_shaders = new DynamicArray<Shader>(16);
_releaseQueue = new UnsafeQueue<ReleaseEntry>(32, Allocator.Persistent);
}
~D3D12ResourceDatabase()
@@ -124,14 +137,13 @@ internal class D3D12ResourceDatabase : IResourceDatabase
Dispose();
}
private void ReleaseResource<T>(ref T resource)
private void ReleaseResource<T>(T resource)
where T : IResourceReleasable
{
resource.ReleaseResource(this);
resource = default!;
}
public unsafe Handle<GPUResource> ImportExternalResource(ID3D12Resource* pResource, ResourceBarrierData initialBarrierData, ResourceViewGroup viewGroup, string? name = null)
internal unsafe Handle<GPUResource> ImportExternalResource(ID3D12Resource* pResource, ResourceBarrierData initialBarrierData, ResourceViewGroup viewGroup, string? name = null)
{
ObjectDisposedException.ThrowIf(_disposed, this);
@@ -157,7 +169,7 @@ internal class D3D12ResourceDatabase : IResourceDatabase
return handle;
}
public unsafe Handle<GPUResource> AddAllocation(D3D12MA_Allocation* allocation, uint cpuFenceValue, ResourceBarrierData initialBarrierData, ResourceViewGroup resourceDescriptor, ResourceDesc desc, string? name = null)
public unsafe Handle<GPUResource> AddAllocation(D3D12MA_Allocation* allocation, ResourceBarrierData initialBarrierData, ResourceViewGroup resourceDescriptor, ResourceDesc desc, string? name = null)
{
ObjectDisposedException.ThrowIf(_disposed, this);
if (allocation == null)
@@ -168,7 +180,7 @@ internal class D3D12ResourceDatabase : IResourceDatabase
return Handle<GPUResource>.Invalid;
}
var id = _resources.Add(new ResourceRecord(allocation, cpuFenceValue, initialBarrierData, resourceDescriptor, desc), out var generation);
var id = _resources.Add(new ResourceRecord(allocation, initialBarrierData, resourceDescriptor, desc), out var generation);
var handle = new Handle<GPUResource>(id, generation);
#if DEBUG || GHOST_EDITOR
@@ -281,16 +293,29 @@ internal class D3D12ResourceDatabase : IResourceDatabase
return null;
}
// FIX: This should be queued to be released after GPU is done with it.
public void ReleaseResource(Handle<GPUResource> handle)
public void ScheduleReleaseResource(Handle<GPUResource> handle)
{
ObjectDisposedException.ThrowIf(_disposed, this);
if (!handle.IsValid)
if (_resources.TryGetElementAt(handle.ID, handle.Generation, out var record))
{
return;
}
var entry = new ReleaseEntry(record, _fenceSynchronizer.CPUFenceValue);
_releaseQueue.Enqueue(entry);
_resources.Remove(handle.ID, handle.Generation);
#if DEBUG || GHOST_EDITOR
_resourceName.Remove(handle, out var name);
#endif
}
public void ReleaseResourceImmediately(Handle<GPUResource> handle)
{
ObjectDisposedException.ThrowIf(_disposed, this);
ref var info = ref _resources.GetElementReferenceAt(handle.ID, handle.Generation, out var exist);
if (!exist || !info.Allocated)
{
@@ -298,10 +323,6 @@ internal class D3D12ResourceDatabase : IResourceDatabase
}
info.Release(_descriptorAllocator);
#if DEBUG || GHOST_EDITOR
_resourceName.Remove(handle, out var name);
#endif
_resources.Remove(handle.ID, handle.Generation);
}
@@ -370,7 +391,7 @@ internal class D3D12ResourceDatabase : IResourceDatabase
return;
}
ReleaseResource(ref mesh);
ReleaseResource(mesh);
_meshes.Remove(handle.ID, handle.Generation);
}
@@ -409,7 +430,7 @@ internal class D3D12ResourceDatabase : IResourceDatabase
return;
}
ReleaseResource(ref material);
ReleaseResource(material);
_materials.Remove(handle.ID, handle.Generation);
}
@@ -448,49 +469,64 @@ internal class D3D12ResourceDatabase : IResourceDatabase
}
ref var shader = ref _shaders[id.Value]!;
ReleaseResource(ref shader);
ReleaseResource(shader);
}
public void EndFrame()
{
ObjectDisposedException.ThrowIf(_disposed, this);
while (_releaseQueue.Count > 0)
{
var toRelease = _releaseQueue.Peek();
if (toRelease.fenceValue > _fenceSynchronizer.GPUFenceValue)
{
break;
}
_releaseQueue.Dequeue();
toRelease.record.Release(_descriptorAllocator);
}
}
internal void ReleaseAllResourcesImmediately()
{
ObjectDisposedException.ThrowIf(_disposed, this);
foreach (var mesh in _meshes)
{
ReleaseResource(mesh);
}
foreach (var material in _materials)
{
ReleaseResource(material);
}
foreach (var shader in _shaders)
{
ReleaseResource(shader);
}
foreach (ref var record in _resources)
{
record.Release(_descriptorAllocator);
}
}
public void Dispose()
{
[DoesNotReturn]
[Conditional("DEBUG")]
static void ThrowMemoryLeakException(string resourceType, int count)
{
throw new MemoryLeakException($"ResourceAllocator is being disposed with {count} {resourceType} still registered. Ensure all resources are released before disposing.");
}
if (_disposed)
{
return;
}
if (_resources.Count > 0)
{
ThrowMemoryLeakException("GPU resources", _resources.Count);
}
if (_meshes.Count > 0)
{
ThrowMemoryLeakException("meshes", _meshes.Count);
}
if (_materials.Count > 0)
{
ThrowMemoryLeakException("materials", _materials.Count);
}
// 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];
ReleaseResource(ref shader);
}
_resources.Dispose();
_samplers.Dispose();
_meshes.Dispose();
_materials.Dispose();
_releaseQueue.Dispose();
_disposed = true;

View File

@@ -205,7 +205,7 @@ internal unsafe class D3D12SwapChain : ISwapChain
// Release old back buffers and render targets
for (var i = 0; i < _backBuffers.Count; i++)
{
_resourceDatabase.ReleaseResource(_backBuffers[i].AsResource());
_resourceDatabase.ReleaseResourceImmediately(_backBuffers[i].AsResource());
}
ThrowIfFailed(_swapChain.Get()->ResizeBuffers((uint)_backBuffers.Count, width, height, DXGI_FORMAT_B8G8R8A8_UNORM, (uint)DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING));
@@ -252,7 +252,7 @@ internal unsafe class D3D12SwapChain : ISwapChain
for (var i = 0; i < _backBuffers.Count; i++)
{
_resourceDatabase.ReleaseResource(_backBuffers[i].AsResource());
_resourceDatabase.ScheduleReleaseResource(_backBuffers[i].AsResource());
}
_backBuffers.Dispose();

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@@ -7,11 +7,11 @@ namespace Ghost.Graphics.D3D12.Utilities;
internal unsafe static class D3D12PipelineResource
{
private readonly static D3D12_INPUT_ELEMENT_DESC[] s_inputElementDescs = [
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.Position.GetUnsafePointer(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 0u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.Normal.GetUnsafePointer(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 16u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.Tangent.GetUnsafePointer(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 32u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.Uv.GetUnsafePointer(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 48u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.Color.GetUnsafePointer(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 64u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.Position.GetUnsafePtr(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 0u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.Normal.GetUnsafePtr(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 16u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.Tangent.GetUnsafePtr(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 32u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.Uv.GetUnsafePtr(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 48u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.Color.GetUnsafePtr(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 64u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
];
public const DXGI_FORMAT SWAP_CHAIN_BACK_BUFFER_FORMAT = DXGI_FORMAT.DXGI_FORMAT_B8G8R8A8_UNORM;

View File

@@ -17,15 +17,10 @@
</PropertyGroup>
<ItemGroup>
<None Remove="runtime\win-x64\native\dxcompiler.dll" />
<None Remove="runtime\win-x64\native\dxil.dll" />
</ItemGroup>
<ItemGroup>
<Content Include="runtime\win-x64\native\dxcompiler.dll">
<Content Include="runtimes\win-x64\native\dxcompiler.dll">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="runtime\win-x64\native\dxil.dll">
<Content Include="runtimes\win-x64\native\dxil.dll">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
</ItemGroup>

View File

@@ -1,2 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<ClassDiagram />

View File

@@ -96,10 +96,16 @@ public interface IResourceDatabase : IDisposable
string? GetResourceName(Handle<GPUResource> handle);
/// <summary>
/// Removes a resource from the database using its handle.
/// Releases the GPU resource associated with the specified handle, freeing any resources allocated to it.
/// </summary>
/// <param name="handle">The handle of the resource to be removed.</param>
void ReleaseResource(Handle<GPUResource> handle);
void ScheduleReleaseResource(Handle<GPUResource> handle);
/// <summary>
/// Releases the GPU resource associated with the specified handle immediately, freeing any resources allocated to it.
/// </summary>
/// <param name="handle">The handle of the resource to be removed.</param>
void ReleaseResourceImmediately(Handle<GPUResource> handle);
/// <summary>
/// Retrieves an existing sampler identifier that matches the specified description, or creates a new one if none

View File

@@ -212,10 +212,10 @@ internal sealed class RenderGraphCompiler
continue;
}
_graphicsEngine.ResourceDatabase.ReleaseResource(res.backingResource);
_graphicsEngine.ResourceDatabase.ScheduleReleaseResource(res.backingResource);
}
_graphicsEngine.ResourceDatabase.ReleaseResource(_resourceHeap);
_graphicsEngine.ResourceDatabase.ScheduleReleaseResource(_resourceHeap);
}
if (_aliasingManager.Heap.size == 0)
@@ -380,11 +380,11 @@ internal sealed class RenderGraphCompiler
{
if (!res.isImported)
{
_graphicsEngine.ResourceDatabase.ReleaseResource(res.backingResource);
_graphicsEngine.ResourceDatabase.ScheduleReleaseResource(res.backingResource);
}
}
_graphicsEngine.ResourceDatabase.ReleaseResource(_resourceHeap);
_graphicsEngine.ResourceDatabase.ScheduleReleaseResource(_resourceHeap);
_resourceHeap = Handle<GPUResource>.Invalid;
}
}

View File

@@ -321,7 +321,7 @@ internal class MeshRenderPass : IRenderPass
{
foreach (var texture in _textures)
{
resourceDatabase.ReleaseResource(texture.AsResource());
resourceDatabase.ScheduleReleaseResource(texture.AsResource());
}
}
}

View File

@@ -265,7 +265,6 @@ internal class RenderSystem : IRenderSystem
// Sync the current frame resource to this new fence to keep state consistent
frameResource.FenceValue = flushFence;
foreach (var resource in _frameResources)
{
resource.CommandAllocator.Reset();

View File

@@ -19,9 +19,9 @@ shader "Hidden/Blit"
includes
{
"F:/csharp/GhostEngine/src/Runtime//Ghost.Graphics/Shaders/Includes/Common.hlsl";
"F:/csharp/GhostEngine/src/Runtime//Ghost.Graphics/Shaders/Includes/Color.hlsl";
"F:/csharp/GhostEngine/src/Runtime//Ghost.Graphics/Shaders/Includes/Properties.hlsl";
"F:/csharp/GhostEngine/src/Runtime/Ghost.Graphics/Shaders/Includes/Common.hlsl";
"F:/csharp/GhostEngine/src/Runtime/Ghost.Graphics/Shaders/Includes/Color.hlsl";
"F:/csharp/GhostEngine/src/Runtime/Ghost.Graphics/Shaders/Includes/Properties.hlsl";
}
hlsl