forked from Misaki/GhostEngine
Refactor core systems and improve resource management
- Updated dependencies, including `Misaki.HighPerformance` and `TerraFX.Interop`. - Refactored `Result` struct for better error handling and chaining. - Removed `Ptr<T>` struct as it was no longer necessary. - Enhanced `Win32Utility` with `Attach` and `Dispose` methods. - Improved `ProjectService` and `AppStateMachine` with `Result` integration. - Refactored `IShaderCompiler` to support SPIR-V cross-compilation and pass-level compilation. - Standardized Direct3D12 resource management with `UniquePtr` and added `D3D12Object` base class. - Improved shader reflection validation and pipeline creation in `D3D12PipelineLibrary`. - Updated `SDLCompiler` for better error handling during shader generation. - Enhanced logging, debugging, and code readability across the codebase. - Performed general code cleanup, including unused namespace removal and naming consistency.
This commit is contained in:
@@ -1,9 +1,10 @@
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using Ghost.Core.Utilities;
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using Ghost.Graphics.RHI;
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using System.Runtime.Versioning;
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using Misaki.HighPerformance.LowLevel;
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using TerraFX.Interop.DirectX;
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using TerraFX.Interop.Windows;
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using static TerraFX.Aliases.D3D_Alias;
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using static TerraFX.Aliases.D3D12_Alias;
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using static TerraFX.Aliases.DXGI_Alias;
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namespace Ghost.Graphics.D3D12;
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@@ -11,33 +12,30 @@ namespace Ghost.Graphics.D3D12;
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/// <summary>
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/// D3D12 implementation of the render device interface
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/// </summary>
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internal unsafe class D3D12RenderDevice : IRenderDevice
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internal unsafe class D3D12RenderDevice : D3D12Object<ID3D12Device14>, IRenderDevice
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{
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private ComPtr<IDXGIFactory7> _dxgiFactory;
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private ComPtr<ID3D12Device14> _device;
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private ComPtr<IDXGIAdapter1> _adapter;
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private UniquePtr<IDXGIFactory7> _dxgiFactory;
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private UniquePtr<IDXGIAdapter1> _adapter;
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private readonly D3D12CommandQueue _graphicsQueue;
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private readonly D3D12CommandQueue _computeQueue;
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private readonly D3D12CommandQueue _copyQueue;
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private bool _disposed;
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public ICommandQueue GraphicsQueue => _graphicsQueue;
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public ICommandQueue ComputeQueue => _computeQueue;
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public ICommandQueue CopyQueue => _copyQueue;
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public ID3D12Device14* NativeDevice => _device.Get();
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public IDXGIFactory7* DXGIFactory => _dxgiFactory.Get();
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public ID3D12Device14* NativeDevice => nativeObject.Get();
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public IDXGIAdapter1* Adapter => _adapter.Get();
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public D3D12RenderDevice()
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{
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InitializeDevice();
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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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_graphicsQueue = new D3D12CommandQueue(nativeObject.Get(), CommandQueueType.Graphics);
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_computeQueue = new D3D12CommandQueue(nativeObject.Get(), CommandQueueType.Compute);
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_copyQueue = new D3D12CommandQueue(nativeObject.Get(), CommandQueueType.Copy);
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}
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~D3D12RenderDevice()
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@@ -60,7 +58,7 @@ internal unsafe class D3D12RenderDevice : IRenderDevice
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IDXGIAdapter1* pAdapter = default;
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for (uint adapterIndex = 0;
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_dxgiFactory.Get()->EnumAdapterByGpuPreference(adapterIndex, DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE, __uuidof<IDXGIAdapter1>(), (void**)&pAdapter).SUCCEEDED;
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_dxgiFactory.Get()->EnumAdapterByGpuPreference(adapterIndex, DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE, __uuidof(pAdapter), (void**)&pAdapter).SUCCEEDED;
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adapterIndex++)
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{
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DXGI_ADAPTER_DESC1 desc = default;
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@@ -84,30 +82,77 @@ internal unsafe class D3D12RenderDevice : IRenderDevice
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if (pDevice == null)
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{
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pAdapter->Release(); // Dispose the last adapter we tried. If the operation succeeded, we would have moved it.
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pAdapter->Release(); // Dispose the last adapter we tried.
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throw new PlatformNotSupportedException("Cannot create ID3D12Device with feature level 12.0");
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}
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_device.Attach(pDevice);
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nativeObject.Attach(pDevice);
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}
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public void Dispose()
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public FeatureSupport GetFeatureSupport()
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{
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if (_disposed)
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ThrowIfDisposed();
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FeatureSupport support = FeatureSupport.None;
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D3D12_FEATURE_DATA_D3D12_OPTIONS options = default;
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if (nativeObject.Get()->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS, &options, (uint)sizeof(D3D12_FEATURE_DATA_D3D12_OPTIONS)).SUCCEEDED)
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{
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if (options.ResourceBindingTier == D3D12_RESOURCE_BINDING_TIER_3)
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{
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support |= FeatureSupport.BindlessResources;
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}
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}
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D3D12_FEATURE_DATA_D3D12_OPTIONS5 options5 = default;
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if (nativeObject.Get()->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS5, &options5, (uint)sizeof(D3D12_FEATURE_DATA_D3D12_OPTIONS5)).SUCCEEDED)
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{
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if (options5.RaytracingTier != D3D12_RAYTRACING_TIER_NOT_SUPPORTED)
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{
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support |= FeatureSupport.RayTracing;
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}
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}
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D3D12_FEATURE_DATA_D3D12_OPTIONS6 options6 = default;
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if (nativeObject.Get()->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS6, &options6, (uint)sizeof(D3D12_FEATURE_DATA_D3D12_OPTIONS6)).SUCCEEDED)
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{
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if (options6.VariableShadingRateTier != D3D12_VARIABLE_SHADING_RATE_TIER_NOT_SUPPORTED)
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{
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support |= FeatureSupport.VariableRateShading;
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}
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}
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D3D12_FEATURE_DATA_D3D12_OPTIONS7 options7 = default;
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if (nativeObject.Get()->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS7, &options7, (uint)sizeof(D3D12_FEATURE_DATA_D3D12_OPTIONS7)).SUCCEEDED)
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{
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if (options7.MeshShaderTier != D3D12_MESH_SHADER_TIER_NOT_SUPPORTED)
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{
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support |= FeatureSupport.MeshShaders;
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}
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if (options7.SamplerFeedbackTier != D3D12_SAMPLER_FEEDBACK_TIER_NOT_SUPPORTED)
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{
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support |= FeatureSupport.SamplerFeedback;
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}
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}
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return support;
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}
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protected override void Dispose(bool disposing)
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{
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if (Disposed)
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{
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return;
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}
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_graphicsQueue?.Dispose();
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_computeQueue?.Dispose();
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_copyQueue?.Dispose();
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_graphicsQueue.Dispose();
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_computeQueue.Dispose();
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_copyQueue.Dispose();
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_device.Reset();
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_dxgiFactory.Dispose();
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_adapter.Dispose();
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_disposed = true;
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GC.SuppressFinalize(this);
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base.Dispose(disposing);
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}
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}
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