forked from Misaki/GhostEngine
Updated multiple components to improve encapsulation, maintainability, and performance. Key changes include: - Upgraded package dependencies in project files. - Refactored `Mesh` and `RenderingContext` to use properties and added support for per-object constant buffers. - Improved resource management in `D3D12CommandBuffer`, `D3D12CommandQueue`, and `D3D12ResourceAllocator` with better encapsulation and disposal handling. - Added validation for constant buffer sizes in `D3D12PipelineLibrary`. - Simplified `MeshBuilder` methods to accept allocators and removed hardcoded values. - Enhanced debugging with `GPUResourceLeakException` and resource tracking updates. - Updated shaders and rendering logic for testing, including hardcoded triangle rendering. - Removed redundant base classes and interfaces for cleaner code structure.
182 lines
5.3 KiB
C#
182 lines
5.3 KiB
C#
using Ghost.Core.Utilities;
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using Ghost.Graphics.RHI;
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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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namespace Ghost.Graphics.D3D12;
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/// <summary>
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/// D3D12 implementation of command queue interface
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/// </summary>
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internal unsafe class D3D12CommandQueue : ICommandQueue
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{
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private UniquePtr<ID3D12CommandQueue> _commandQueue;
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private UniquePtr<ID3D12Fence1> _fence;
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private readonly AutoResetEvent _fenceEvent;
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private ulong _fenceValue;
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private bool _disposed;
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public CommandQueueType Type
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{
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get;
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}
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public SharedPtr<ID3D12CommandQueue> NativeQueue => _commandQueue.Get();
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public D3D12CommandQueue(ID3D12Device14* pDevice, CommandQueueType type)
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{
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Type = type;
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_fenceEvent = new AutoResetEvent(false);
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_fenceValue = 0;
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var queueDesc = new D3D12_COMMAND_QUEUE_DESC
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{
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Type = ConvertCommandQueueType(type),
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Priority = (int)D3D12_COMMAND_QUEUE_PRIORITY.D3D12_COMMAND_QUEUE_PRIORITY_NORMAL,
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Flags = D3D12_COMMAND_QUEUE_FLAGS.D3D12_COMMAND_QUEUE_FLAG_NONE,
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};
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ID3D12CommandQueue* pQueue = default;
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ID3D12Fence1* pFence = default;
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ThrowIfFailed(pDevice->CreateCommandQueue(&queueDesc, __uuidof(pQueue), (void**)&pQueue));
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ThrowIfFailed(pDevice->CreateFence(0, D3D12_FENCE_FLAGS.D3D12_FENCE_FLAG_NONE, __uuidof(pFence), (void**)&pFence));
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_commandQueue.Attach(pQueue);
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_fence.Attach(pFence);
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}
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~D3D12CommandQueue()
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{
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Dispose();
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}
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private static D3D12_COMMAND_LIST_TYPE ConvertCommandQueueType(CommandQueueType type)
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{
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return type switch
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{
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CommandQueueType.Graphics => D3D12_COMMAND_LIST_TYPE.D3D12_COMMAND_LIST_TYPE_DIRECT,
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CommandQueueType.Compute => D3D12_COMMAND_LIST_TYPE.D3D12_COMMAND_LIST_TYPE_COMPUTE,
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CommandQueueType.Copy => D3D12_COMMAND_LIST_TYPE.D3D12_COMMAND_LIST_TYPE_COPY,
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_ => throw new ArgumentException($"Unknown command queue type: {type}")
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};
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}
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public void Submit(ICommandBuffer commandBuffer)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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if (commandBuffer.IsEmpty)
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{
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return;
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}
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if (commandBuffer is D3D12CommandBuffer d3d12CommandBuffer)
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{
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var commandList = d3d12CommandBuffer.NativeCommandList;
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var commandListPtr = (ID3D12CommandList*)commandList.Get();
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_commandQueue.Get()->ExecuteCommandLists(1, &commandListPtr);
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}
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else
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{
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throw new ArgumentException("Command buffer must be a D3D12CommandBuffer", nameof(commandBuffer));
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}
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}
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public void Submit(params ReadOnlySpan<ICommandBuffer> commandBuffers)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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Span<int> executableIndices = stackalloc int[commandBuffers.Length];
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executableIndices.Fill(-1);
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var currentIndex = 0;
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for (var i = 0; i < commandBuffers.Length; i++)
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{
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if (!commandBuffers[i].IsEmpty)
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{
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executableIndices[currentIndex] = i;
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currentIndex++;
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}
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}
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var ppCommandLists = stackalloc ID3D12CommandList*[commandBuffers.Length];
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currentIndex = 0;
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while (currentIndex < commandBuffers.Length)
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{
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var cmdIndex = executableIndices[currentIndex];
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if (cmdIndex == -1)
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{
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break;
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}
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if (commandBuffers[cmdIndex] is D3D12CommandBuffer d3d12CommandBuffer)
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{
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ppCommandLists[currentIndex] = (ID3D12CommandList*)d3d12CommandBuffer.NativeCommandList.Get();
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}
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else
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{
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throw new ArgumentException("Command buffer must be a D3D12CommandBuffer", nameof(commandBuffers));
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}
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currentIndex++;
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}
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_commandQueue.Get()->ExecuteCommandLists((uint)currentIndex, ppCommandLists);
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}
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public ulong Signal(ulong value)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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_fenceValue = value;
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_commandQueue.Get()->Signal((ID3D12Fence*)_fence.Get(), _fenceValue);
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return _fenceValue;
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}
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public void WaitForValue(ulong value)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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if (_fence.Get()->GetCompletedValue() < value)
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{
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var handle = new HANDLE((void*)_fenceEvent.SafeWaitHandle.DangerousGetHandle());
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if (_fence.Get()->SetEventOnCompletion(value, handle).SUCCEEDED)
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{
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_fenceEvent.WaitOne();
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}
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}
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}
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public ulong GetCompletedValue()
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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return _fence.Get()->GetCompletedValue();
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}
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public void WaitIdle()
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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var fenceValue = Signal(Interlocked.Increment(ref _fenceValue));
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WaitForValue(fenceValue);
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}
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public void Dispose()
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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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_commandQueue.Dispose();
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_fence.Dispose();
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_fenceEvent?.Dispose();
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_disposed = true;
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GC.SuppressFinalize(this);
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}
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}
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