using Ghost.Core; using Ghost.Graphics.D3D12.Utilities; using Ghost.Graphics.Data; using Ghost.Graphics.RHI; using Misaki.HighPerformance.LowLevel.Utilities; using TerraFX.Interop.DirectX; using TerraFX.Interop.Windows; using static TerraFX.Aliases.D3D12_Alias; using static TerraFX.Aliases.DXGI_Alias; using static TerraFX.Aliases.D3D_Alias; namespace Ghost.Graphics.D3D12; /// /// D3D12 implementation of command buffer interface /// internal unsafe class D3D12CommandBuffer : ICommandBuffer { private ComPtr _allocator; private ComPtr _commandList; private readonly D3D12PipelineLibrary _pipelineLibrary; private readonly D3D12ResourceDatabase _resourceDatabase; private readonly D3D12ResourceAllocator _resourceAllocator; private readonly D3D12DescriptorAllocator _descriptorAllocator; private readonly CommandBufferType _type; private ushort _commandCount; private bool _isRecording; private bool _disposed; public CommandBufferType Type => _type; public ID3D12GraphicsCommandList10* NativeCommandList => _commandList.Get(); public bool IsEmpty => _commandCount == 0; public D3D12CommandBuffer( D3D12RenderDevice device, D3D12PipelineLibrary stateController, D3D12ResourceDatabase resourceDatabase, D3D12ResourceAllocator resourceAllocator, D3D12DescriptorAllocator descriptorAllocator, CommandBufferType type) { _type = type; var commandListType = ConvertCommandBufferType(type); device.NativeDevice->CreateCommandAllocator(commandListType, __uuidof(), _allocator.GetVoidAddressOf()); device.NativeDevice->CreateCommandList1(0u, commandListType, D3D12_COMMAND_LIST_FLAG_NONE, __uuidof(), _commandList.GetVoidAddressOf()); _pipelineLibrary = stateController; _resourceDatabase = resourceDatabase; _resourceAllocator = resourceAllocator; _descriptorAllocator = descriptorAllocator; // Command lists are created in recording state, so close it _commandList.Get()->Close(); _isRecording = false; } ~D3D12CommandBuffer() { Dispose(); } private void ThrowIfDisposed() { ObjectDisposedException.ThrowIf(_disposed, this); } private void ThrowIfNotRecording() { if (!_isRecording) { throw new InvalidOperationException("Command buffer is not recording"); } } private void IncrementCommandCount() { _commandCount++; } public void Begin() { ThrowIfDisposed(); if (_isRecording) { throw new InvalidOperationException("Command buffer is already recording"); } _allocator.Get()->Reset(); _commandList.Get()->Reset(_allocator.Get(), null); _commandCount = 0; _isRecording = true; } public void End() { ThrowIfDisposed(); ThrowIfNotRecording(); _commandList.Get()->Close(); _isRecording = false; } public void SetRenderTargets(ReadOnlySpan> renderTargets, Handle depthTarget) { ThrowIfDisposed(); ThrowIfNotRecording(); IncrementCommandCount(); var rtvHandles = stackalloc D3D12_CPU_DESCRIPTOR_HANDLE[renderTargets.Length]; for (var i = 0; i < renderTargets.Length; i++) { var handle = renderTargets[i]; if (!handle.IsValid) { throw new ArgumentException($"Render target at index {i} is not a valid texture handle"); } var descriptor = _resourceDatabase.GetResourceInfo(handle.AsResource()).descriptor; rtvHandles[i] = _descriptorAllocator.GetCpuHandle(descriptor.rtv); } var dsvHandle = stackalloc D3D12_CPU_DESCRIPTOR_HANDLE[depthTarget.IsValid ? 1 : 0]; if (dsvHandle != null) { *dsvHandle = _descriptorAllocator.GetCpuHandle(_resourceDatabase.GetResourceInfo(depthTarget.AsResource()).descriptor.dsv); } _commandList.Get()->OMSetRenderTargets((uint)renderTargets.Length, rtvHandles, FALSE, dsvHandle); } public void BeginRenderPass(Handle renderTarget, Handle depthTarget, Color128 clearColor) { // TODO: Implement render pass begin } public void EndRenderPass() { ThrowIfDisposed(); ThrowIfNotRecording(); IncrementCommandCount(); _commandList.Get()->EndRenderPass(); } public void SetViewport(ViewportDesc viewport) { ThrowIfDisposed(); ThrowIfNotRecording(); IncrementCommandCount(); var d3d12Viewport = new D3D12_VIEWPORT(viewport.width, viewport.height, viewport.x, viewport.y, viewport.minDepth, viewport.maxDepth); _commandList.Get()->RSSetViewports(1, &d3d12Viewport); } public void SetScissorRect(RectDesc rect) { ThrowIfDisposed(); ThrowIfNotRecording(); IncrementCommandCount(); var d3d12Rect = new RECT((int)rect.left, (int)rect.top, (int)rect.right, (int)rect.bottom); _commandList.Get()->RSSetScissorRects(1, &d3d12Rect); } public void ResourceBarrier(Handle resource, ResourceState before, ResourceState after) { ThrowIfDisposed(); ThrowIfNotRecording(); IncrementCommandCount(); var d3d12Resource = _resourceDatabase.GetResource(resource); var barrier = D3D12_RESOURCE_BARRIER.InitTransition(d3d12Resource, before.ToD3D12States(), after.ToD3D12States()); _commandList.Get()->ResourceBarrier(1, &barrier); } public void SetRootSignature(IRootSignature rootSignature) { // TODO: Implement root signature setting throw new NotImplementedException(); } public void SetPipelineState(IShaderPipeline pipelineState) { // TODO: Implement pipeline state setting throw new NotImplementedException(); } public void SetVertexBuffer(uint slot, Handle buffer, ulong offset = 0) { ThrowIfDisposed(); ThrowIfNotRecording(); IncrementCommandCount(); var pResource = _resourceDatabase.GetResource(buffer.AsResource()); var vbView = new D3D12_VERTEX_BUFFER_VIEW { BufferLocation = pResource->GetGPUVirtualAddress() + offset, SizeInBytes = (uint)(pResource->GetDesc().Width - offset), StrideInBytes = _resourceDatabase.GetResourceDescription(buffer.AsResource()).bufferDescription.Stride }; _commandList.Get()->IASetVertexBuffers(slot, 1, &vbView); } public void SetIndexBuffer(Handle buffer, IndexType type, ulong offset = 0) { ThrowIfDisposed(); ThrowIfNotRecording(); IncrementCommandCount(); var pResource = _resourceDatabase.GetResource(buffer.AsResource()); var ibView = new D3D12_INDEX_BUFFER_VIEW { BufferLocation = pResource->GetGPUVirtualAddress() + offset, SizeInBytes = (uint)(pResource->GetDesc().Width - offset), Format = type == IndexType.UInt16 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT }; _commandList.Get()->IASetIndexBuffer(&ibView); } public void Draw(uint vertexCount, uint instanceCount = 1, uint startVertex = 0, uint startInstance = 0) { ThrowIfDisposed(); ThrowIfNotRecording(); IncrementCommandCount(); _commandList.Get()->DrawInstanced(vertexCount, instanceCount, startVertex, startInstance); } public void DrawIndexed(uint indexCount, uint instanceCount = 1, uint startIndex = 0, int baseVertex = 0, uint startInstance = 0) { ThrowIfDisposed(); ThrowIfNotRecording(); IncrementCommandCount(); _commandList.Get()->DrawIndexedInstanced(indexCount, instanceCount, startIndex, baseVertex, startInstance); } // TODO: Batch draw calls by material to minimize state changes public void DrawMesh(Handle mesh, Handle material) { ThrowIfDisposed(); ThrowIfNotRecording(); IncrementCommandCount(); ref var meshRef = ref _resourceDatabase.GetMeshReference(mesh); ref var materialRef = ref _resourceDatabase.GetMaterialReference(material); ref var shaderRef = ref _resourceDatabase.GetShaderReference(materialRef.Shader); var shaderPipeline = _pipelineLibrary.GetShaderPipeline(materialRef.Shader); if (shaderPipeline is not D3D12ShaderPipeline d3d12Pipeline) { throw new InvalidOperationException("Shader pipeline is not compiled or invalid"); } _commandList.Get()->SetPipelineState(d3d12Pipeline.pipelineState.Get()); _commandList.Get()->SetGraphicsRootSignature(_pipelineLibrary.DefaultRootSignature); // Set descriptor heaps - CRUCIAL: Use the specialized bindless heap for SM 6.6 var heaps = stackalloc ID3D12DescriptorHeap*[2]; heaps[0] = _descriptorAllocator.GetCbvSrvUavHeap(); // Bindless resource heap heaps[1] = _descriptorAllocator.GetSamplerHeap(); // Bindless sampler heap _commandList.Get()->SetDescriptorHeaps(2, heaps); var rootParamIndex = 0u; foreach (var cbufferInfo in shaderRef.PerMaterialBufferInfo) { ref var cache = ref materialRef._materialPropertiesCache[(int)cbufferInfo.RegisterSlot]; var resource = _resourceDatabase.GetResource(cache.GpuResource.AsResource()); _commandList.Get()->SetGraphicsRootConstantBufferView(rootParamIndex++, resource->GetGPUVirtualAddress()); } var samplerGpuHandle = _descriptorAllocator.GetSamplerHeap()->GetGPUDescriptorHandleForHeapStart(); _commandList.Get()->SetGraphicsRootDescriptorTable(rootParamIndex, samplerGpuHandle); // For fully bindless rendering, we don't use the Input Assembler stage // Instead, we use instanced drawing where each "instance" represents a triangle // The shader will use SV_InstanceID to index into the index buffer and then into the vertex buffer _commandList.Get()->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Draw without vertex/index buffers - use instanced drawing // Each instance represents a triangle (3 vertices) var triangleCount = (uint)meshRef.indices.Count / 3; _commandList.Get()->DrawInstanced(3, triangleCount, 0, 0); } public void Dispatch(uint threadGroupCountX, uint threadGroupCountY = 1, uint threadGroupCountZ = 1) { ThrowIfDisposed(); ThrowIfNotRecording(); IncrementCommandCount(); _commandList.Get()->Dispatch(threadGroupCountX, threadGroupCountY, threadGroupCountZ); } public void Upload(Handle buffer, ReadOnlySpan data) where T : unmanaged { ThrowIfDisposed(); ThrowIfNotRecording(); IncrementCommandCount(); var sizeInBytes = (uint)(data.Length * sizeof(T)); var uploadHandle = _resourceAllocator.CreateUploadBuffer(sizeInBytes); var pUploadResource = _resourceDatabase.GetResource(uploadHandle.AsResource()); void* pMappedData; pUploadResource->Map(0, null, &pMappedData); fixed (T* pData = data) { MemoryUtilities.MemCpy(pMappedData, pData, sizeInBytes); } pUploadResource->Unmap(0, null); var pResource = _resourceDatabase.GetResource(buffer.AsResource()); _commandList.Get()->CopyBufferRegion(pResource, 0, pUploadResource, 0, sizeInBytes); } public void Upload(Handle texture, params ReadOnlySpan subresources) { ThrowIfDisposed(); ThrowIfNotRecording(); IncrementCommandCount(); var pResource = _resourceDatabase.GetResource(texture.AsResource()); var resourceDesc = pResource->GetDesc(); var requiredSize = GetRequiredIntermediateSize(pResource, 0, (uint)subresources.Length); var uploadHandle = _resourceAllocator.CreateUploadBuffer(requiredSize); var pUploadResource = _resourceDatabase.GetResource(uploadHandle.AsResource()); var d3d12Subresources = stackalloc D3D12_SUBRESOURCE_DATA[subresources.Length]; for (var i = 0; i < subresources.Length; i++) { d3d12Subresources[i] = new D3D12_SUBRESOURCE_DATA { pData = subresources[i].pData, RowPitch = subresources[i].rowPitch, SlicePitch = subresources[i].slicePitch }; } UpdateSubresources( (ID3D12GraphicsCommandList*)_commandList.Get(), pResource, pUploadResource, 0, 0, (uint)subresources.Length, d3d12Subresources); } public void CopyBuffer(Handle dest, Handle src, ulong destOffset = 0, ulong srcOffset = 0, ulong numBytes = 0) { ThrowIfDisposed(); ThrowIfNotRecording(); IncrementCommandCount(); var pDestResource = _resourceDatabase.GetResource(dest.AsResource()); var pSrcResource = _resourceDatabase.GetResource(src.AsResource()); if (pSrcResource == null || pDestResource == null) { throw new ArgumentException("Source or destination buffer is not valid"); } if (numBytes == 0) { _commandList.Get()->CopyResource(pDestResource, pSrcResource); } else { _commandList.Get()->CopyBufferRegion(pDestResource, destOffset, pSrcResource, srcOffset, numBytes); } } private static D3D12_COMMAND_LIST_TYPE ConvertCommandBufferType(CommandBufferType type) { return type switch { CommandBufferType.Graphics => D3D12_COMMAND_LIST_TYPE_DIRECT, CommandBufferType.Compute => D3D12_COMMAND_LIST_TYPE_COMPUTE, CommandBufferType.Copy => D3D12_COMMAND_LIST_TYPE_COPY, _ => throw new ArgumentException($"Unknown command buffer type: {type}") }; } public void Dispose() { if (_isRecording) { throw new InvalidOperationException("Command buffer is still recording"); } if (_disposed) { return; } _commandList.Dispose(); _allocator.Dispose(); _isRecording = false; _commandCount = 0; _disposed = true; GC.SuppressFinalize(this); } }