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:
2025-11-23 15:02:37 +09:00
parent 5c4e1a3350
commit dfe786a2aa
46 changed files with 1193 additions and 733 deletions

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@@ -59,7 +59,7 @@ public readonly struct GraphicsPipelineKey
{
if (!value.TryFormat(destination, out _, "X16"))
{
return Result.Fail("Failed to format GraphicsPipelineKey to string.");
return Result.Failure("Failed to format GraphicsPipelineKey to string.");
}
destination[16] = '\0';
@@ -166,7 +166,7 @@ public ref struct GraphicsPSODescriptor
}
}
public readonly struct CBufferPropertyInfo
public readonly record struct CBufferPropertyInfo
{
public string Name
{
@@ -184,7 +184,7 @@ public readonly struct CBufferPropertyInfo
}
}
public readonly struct CBufferInfo
public readonly record struct CBufferInfo
{
public string Name
{

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@@ -167,7 +167,7 @@ public interface ICommandBuffer : IDisposable
/// <summary>
/// Uploads the specified data to the buffer represented by the given handle.
/// </summary>
/// <typeparam name="T">The unmanaged value type of the elements to upload to the buffer.</typeparam>
/// <typeparam name="T">The unmanaged Value type of the elements to upload to the buffer.</typeparam>
/// <param name="buffer">A handle to the buffer that will receive the uploaded data.</param>
/// <param name="data">A read-only span containing the data to upload to the buffer. The span must contain elements of type
/// <typeparamref name="T"/>.</param>

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@@ -26,22 +26,22 @@ public interface ICommandQueue : IDisposable
public void Submit(params ReadOnlySpan<ICommandBuffer> commandBuffers);
/// <summary>
/// Signals a fence with the specified value
/// Signals a fence with the specified Value
/// </summary>
/// <param name="value">Value to signal</param>
/// <returns>The fence value that was signaled</returns>
/// <returns>The fence Value that was signaled</returns>
public ulong Signal(ulong value);
/// <summary>
/// Waits for the fence to reach the specified value
/// Waits for the fence to reach the specified Value
/// </summary>
/// <param name="value">Value to wait for</param>
public void WaitForValue(ulong value);
/// <summary>
/// Gets the last completed fence value
/// Gets the last completed fence Value
/// </summary>
/// <returns>Last completed fence value</returns>
/// <returns>Last completed fence Value</returns>
public ulong GetCompletedValue();
/// <summary>

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@@ -1,3 +1,5 @@
using Ghost.Graphics.Contracts;
namespace Ghost.Graphics.RHI;
public interface IGraphicsEngine : IDisposable
@@ -7,6 +9,11 @@ public interface IGraphicsEngine : IDisposable
get;
}
IShaderCompiler ShaderCompiler
{
get;
}
IPipelineLibrary PipelineLibrary
{
get;

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@@ -1,4 +1,5 @@
using Ghost.Core.Graphics;
using Ghost.Core;
using Ghost.Graphics.Contracts;
namespace Ghost.Graphics.RHI;
@@ -21,5 +22,6 @@ public interface IPipelineLibrary
/// <param name="filePath">File path. If null, load default library.</param>
void InitializeLibrary(string? filePath);
void SaveLibraryToDisk(string filePath);
GraphicsPipelineKey CompilePassPSO(IPassDescriptor descriptor, ReadOnlySpan<TextureFormat> rtvs, TextureFormat dsv);
Result<GraphicsPipelineKey> CompilePSO(ref readonly GraphicsPSODescriptor descriptor, ref readonly GraphicsCompiledResult compiled);
Result<CBufferInfo, ResultStatus> GetCBufferInfo(ShaderPassKey passId);
}

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@@ -1,5 +1,16 @@
namespace Ghost.Graphics.RHI;
[Flags]
public enum FeatureSupport
{
None = 0,
RayTracing = 1 << 0,
VariableRateShading = 1 << 1,
MeshShaders = 1 << 2,
SamplerFeedback = 1 << 3,
BindlessResources = 1 << 4,
}
/// <summary>
/// D3D12-native render device interface for creating graphics resources
/// </summary>
@@ -28,4 +39,6 @@ public interface IRenderDevice : IDisposable
{
get;
}
public FeatureSupport GetFeatureSupport();
}

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@@ -48,5 +48,5 @@ public interface IResourceAllocator
/// </summary>
/// <returns>An <see cref="Identifier{Shader}"/> representing the newly created shader.</returns>
/// <param name="descriptor">The viewGroup containing the shader's properties and passes.</param>
public Identifier<Shader> CreateShader(ShaderDescriptor descriptor);
public Identifier<Shader> CreateGraphicsShader(ShaderDescriptor descriptor);
}

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@@ -35,11 +35,11 @@ public interface IResourceDatabase
/// Retrieves the current state of the specified resource.
/// </summary>
/// <param name="handle">The handle that uniquely identifies the resource whose state is to be retrieved.</param>
/// <returns>A ResourceState value representing the current state of the resource associated with the specified handle.</returns>
/// <returns>A ResourceState Value representing the current state of the resource associated with the specified handle.</returns>
ResourceState GetResourceState(Handle<GPUResource> handle);
/// <summary>
/// Sets the state of the specified resource handle to the given value.
/// Sets the state of the specified resource handle to the given Value.
/// </summary>
/// <param name="handle">The handle that identifies the resource whose state will be updated.</param>
/// <param name="state">The new state to assign to the resource represented by <paramref name="handle"/>.</param>

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@@ -1,130 +0,0 @@
using Ghost.Core;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
namespace Ghost.Graphics.RHI;
public struct CompileResult : IDisposable
{
public UnsafeArray<byte> bytecode;
public readonly bool IsCreated => bytecode.IsCreated;
public void Dispose()
{
bytecode.Dispose();
}
}
public ref struct CompilerConfig
{
public ReadOnlySpan<string> defines;
public string? include;
public string shaderPath;
public string entryPoint;
public ShaderStage stage;
public CompilerTier tier;
public CompilerOptimizeLevel optimizeLevel;
public CompilerOption options;
}
public enum CompilerTier
{
Tier0,
Tier1,
Tier2
}
public enum CompilerOptimizeLevel
{
O0,
O1,
O2,
O3
}
[Flags]
public enum CompilerOption
{
None = 0,
KeepDebugInfo = 1 << 0,
KeepReflections = 1 << 1,
WarnAsError = 1 << 2
}
public enum ShaderStage
{
TaskShader,
MeshShader,
PixelShader,
ComputeShader
}
public enum ShaderInputType
{
ConstantBuffer,
Texture,
Sampler,
UAV,
StructuredBuffer,
ByteAddressBuffer,
RWStructuredBuffer,
RWByteAddressBuffer
}
public struct ResourceBindingInfo
{
public string Name
{
get; set;
}
public ShaderInputType Type
{
get; set;
}
public uint BindPoint
{
get; set;
}
public uint BindCount
{
get; set;
}
public uint Space
{
get; set;
}
public uint Size
{
get; set;
}
public IReadOnlyList<CBufferPropertyInfo>? Properties
{
get; set;
}
}
public readonly struct ShaderReflectionData
{
public List<ResourceBindingInfo> ResourcesBindings
{
get;
}
public ShaderReflectionData()
{
ResourcesBindings = new List<ResourceBindingInfo>();
}
}
public unsafe interface IShaderCompiler
{
Result<CompileResult> Compile(ref readonly CompilerConfig config, Allocator allocator, void** ppReflection);
Result<ShaderReflectionData> PerformDXCReflection<T>(T* pReflectionBlob) where T : unmanaged;
}