forked from Misaki/GhostEngine
- Added D3D12ResourceFactory for creating render targets, textures, and buffers. - Enhanced D3D12SwapChain to manage back buffer render targets and provide access to them. - Updated D3D12Texture to utilize resource handles for better resource management. - Removed legacy ResourceAllocator and integrated improvements for resource handling. - Introduced new interfaces for resource factory and swap chain to streamline resource creation. - Added support for mip levels and texture dimensions in render target and texture descriptions. - Created new markdown files to document allocator and swap chain improvements.
342 lines
11 KiB
C#
342 lines
11 KiB
C#
using Ghost.Graphics.Data;
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using Ghost.Graphics.RHI;
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using Misaki.HighPerformance.LowLevel.Collections;
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using System.Runtime.CompilerServices;
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using Win32.Graphics.D3D12MemoryAllocator;
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using Win32.Graphics.Direct3D12;
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using Win32.Graphics.Dxgi;
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using Win32.Graphics.Dxgi.Common;
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using static Win32.Graphics.D3D12MemoryAllocator.Apis;
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using ResourceHandle = Ghost.Graphics.Data.ResourceHandle;
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namespace Ghost.Graphics.D3D12;
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internal unsafe class D3D12ResourceAllocator
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{
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private readonly struct AllocationInfo : IDisposable
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{
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public readonly Allocation allocation;
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public readonly uint cpuFenceValue;
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public readonly uint generation;
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public bool Allocated => allocation.IsNotNull;
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public AllocationInfo(in Allocation allocation, uint cpuFenceValue, uint generation)
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{
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this.allocation = allocation;
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this.cpuFenceValue = cpuFenceValue;
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this.generation = generation;
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}
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public void Dispose()
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{
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if (allocation.IsNull)
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{
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return;
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}
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allocation.Release();
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}
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}
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private const uint _MAX_BYTES = D3D12_REQ_RESOURCE_SIZE_IN_MEGABYTES_EXPRESSION_A_TERM * 1024u * 1024u;
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private const uint _MAX_TEXTURE2D_DIMENSION = 16384u;
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private const uint _MAX_TEXTURE3D_DIMENSION = 2048u;
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private readonly RenderSystem _renderSystem;
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private readonly Allocator _allocator;
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private UnsafeList<AllocationInfo> _allocations = new(64, Misaki.HighPerformance.LowLevel.Buffer.Allocator.Persistent);
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private UnsafeQueue<int> _freeSlots = new(64, Misaki.HighPerformance.LowLevel.Buffer.Allocator.Persistent);
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private UnsafeQueue<ResourceHandle> _temResources = new(64, Misaki.HighPerformance.LowLevel.Buffer.Allocator.Persistent);
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private Guid* IID_NULL
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{
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get
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{
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fixed (Guid* pGuid = &Guid.Empty)
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{
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return pGuid;
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}
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}
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}
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public D3D12ResourceAllocator(IDXGIAdapter* pAdapter, ID3D12Device* pDevice, RenderSystem renderSystem)
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{
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_renderSystem = renderSystem;
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var desc = new AllocatorDesc
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{
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pAdapter = pAdapter,
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pDevice = pDevice,
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Flags = AllocatorFlags.DefaultPoolsNotZeroed | AllocatorFlags.MSAATexturesAlwaysCommitted
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};
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CreateAllocator(in desc, out _allocator);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static void CheckBufferSize(uint sizeInBytes)
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{
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if (sizeInBytes > _MAX_BYTES)
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{
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throw new InvalidOperationException($"ERROR: Resource size too large for DirectX 12 (size {sizeInBytes})");
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static void CheckTexture2DSize(uint width, uint height)
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{
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if (width > _MAX_TEXTURE2D_DIMENSION || height > _MAX_TEXTURE2D_DIMENSION)
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{
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throw new InvalidOperationException($"ERROR: Texture size too large for DirectX 12 (width {width}, height {height})");
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}
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}
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private ResourceHandle TrackResource(in Allocation allocation, bool isTemp)
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{
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int id;
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uint generation;
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AllocationInfo allocInfo;
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if (_freeSlots.Count > 0)
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{
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id = _freeSlots.Dequeue();
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var info = _allocations[id];
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if (info.Allocated)
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{
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throw new InvalidOperationException($"ERROR: Resource ID {id} registered as free but still allocated.");
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}
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generation = info.generation + 1;
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allocInfo = new AllocationInfo(in allocation, _renderSystem.CPUFenceValue, generation);
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_allocations[id] = allocInfo;
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}
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else
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{
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id = _allocations.Count;
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generation = 0u;
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allocInfo = new AllocationInfo(in allocation, _renderSystem.CPUFenceValue, generation);
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_allocations.Add(allocInfo);
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}
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var handle = new ResourceHandle(id, generation);
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if (isTemp)
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{
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_temResources.Enqueue(handle);
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}
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return handle;
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}
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public TextureHandle CreateTexture2D(in TextureDesc desc, bool tempResource = false)
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{
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CheckTexture2DSize(desc.Width, desc.Height);
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var resourceDesc = ResourceDescription.Tex2D(
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ConvertTextureFormat(desc.Format),
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desc.Width,
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desc.Height,
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mipLevels: (ushort)desc.MipLevels,
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arraySize: 1,
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flags: ConvertTextureUsage(desc.Usage)
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);
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var allocationDesc = new AllocationDesc
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{
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HeapType = HeapType.Default,
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Flags = AllocationFlags.None
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};
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var initialState = DetermineInitialTextureState(desc.Usage);
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Allocation allocation = default;
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ThrowIfFailed(_allocator.CreateResource(&allocationDesc, in resourceDesc, initialState, null, &allocation, IID_NULL, null));
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return new(TrackResource(in allocation, tempResource));
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}
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public BufferHandle CreateBuffer(in BufferDesc desc, bool tempResource = false)
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{
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CheckBufferSize((uint)desc.Size);
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var resourceDescription = ResourceDescription.Buffer(desc.Size, ConvertBufferUsage(desc.Usage));
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var allocationDesc = new AllocationDesc
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{
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HeapType = ConvertMemoryType(desc.MemoryType),
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Flags = AllocationFlags.None
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};
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var initialState = DetermineInitialBufferState(desc.Usage, desc.MemoryType);
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Allocation allocation = default;
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ThrowIfFailed(_allocator.CreateResource(&allocationDesc, in resourceDescription, initialState, null, &allocation, IID_NULL, null));
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return new(TrackResource(in allocation, tempResource));
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}
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public BufferHandle CreateUploadBuffer(uint sizeInBytes, bool tempResource = false)
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{
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var desc = new BufferDesc(sizeInBytes, BufferUsage.Upload, MemoryType.Upload);
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return CreateBuffer(in desc, tempResource);
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}
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#region Conversion Methods
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private static Format ConvertTextureFormat(TextureFormat format)
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{
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return format switch
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{
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TextureFormat.R8G8B8A8_UNorm => Format.R8G8B8A8Unorm,
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TextureFormat.B8G8R8A8_UNorm => Format.B8G8R8A8Unorm,
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TextureFormat.R16G16B16A16_Float => Format.R16G16B16A16Float,
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TextureFormat.R32G32B32A32_Float => Format.R32G32B32A32Float,
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TextureFormat.D24_UNorm_S8_UInt => Format.D24UnormS8Uint,
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TextureFormat.D32_Float => Format.D32Float,
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_ => throw new ArgumentException($"Unsupported texture format: {format}")
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};
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}
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private static ResourceFlags ConvertTextureUsage(TextureUsage usage)
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{
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var flags = ResourceFlags.None;
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if (usage.HasFlag(TextureUsage.RenderTarget))
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flags |= ResourceFlags.AllowRenderTarget;
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if (usage.HasFlag(TextureUsage.DepthStencil))
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flags |= ResourceFlags.AllowDepthStencil;
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if (usage.HasFlag(TextureUsage.UnorderedAccess))
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flags |= ResourceFlags.AllowUnorderedAccess;
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return flags;
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}
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private static ResourceFlags ConvertBufferUsage(BufferUsage usage)
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{
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var flags = ResourceFlags.None;
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if (usage.HasFlag(BufferUsage.Raw))
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flags |= ResourceFlags.AllowUnorderedAccess;
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return flags;
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}
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private static HeapType ConvertMemoryType(MemoryType memoryType)
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{
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return memoryType switch
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{
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MemoryType.Default => HeapType.Default,
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MemoryType.Upload => HeapType.Upload,
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MemoryType.Readback => HeapType.Readback,
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_ => throw new ArgumentException($"Unsupported memory type: {memoryType}")
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};
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}
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private static ResourceStates DetermineInitialTextureState(TextureUsage usage)
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{
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if (usage.HasFlag(TextureUsage.RenderTarget))
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return ResourceStates.RenderTarget;
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if (usage.HasFlag(TextureUsage.DepthStencil))
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return ResourceStates.DepthWrite;
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if (usage.HasFlag(TextureUsage.UnorderedAccess))
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return ResourceStates.UnorderedAccess;
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return ResourceStates.Common;
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}
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private static ResourceStates DetermineInitialBufferState(BufferUsage usage, MemoryType memoryType)
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{
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if (memoryType == MemoryType.Upload)
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return ResourceStates.GenericRead;
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if (memoryType == MemoryType.Readback)
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return ResourceStates.CopyDest;
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if (usage.HasFlag(BufferUsage.Vertex))
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return ResourceStates.VertexAndConstantBuffer;
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if (usage.HasFlag(BufferUsage.Index))
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return ResourceStates.IndexBuffer;
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if (usage.HasFlag(BufferUsage.Constant))
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return ResourceStates.VertexAndConstantBuffer;
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return ResourceStates.Common;
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}
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#endregion
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public void ReleaseTempResource()
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{
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while (_temResources.Count > 0)
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{
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ref var handle = ref _temResources.Peek();
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ref var info = ref _allocations[handle.id];
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if (info.Allocated && info.cpuFenceValue > _renderSystem.CPUFenceValue)
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{
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break;
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}
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ReleaseAllocation(in handle);
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_temResources.Dequeue();
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}
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}
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public Allocation GetAllocation(in ResourceHandle handle)
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{
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if (!handle.IsValid)
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{
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throw new InvalidOperationException("Invalid resource handle.");
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}
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ref var allocationInfo = ref _allocations[handle.id];
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if (!allocationInfo.Allocated || allocationInfo.generation != handle.generation)
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{
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throw new InvalidOperationException($"Resource with ID {handle.id} and generation {handle.generation} is not allocated or has been released.");
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}
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return allocationInfo.allocation;
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}
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public void ReleaseAllocation(in ResourceHandle handle)
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{
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if (!handle.IsValid)
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{
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return;
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}
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ref var allocationInfo = ref _allocations[handle.id];
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if (!allocationInfo.Allocated || allocationInfo.generation != handle.generation)
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{
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return;
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}
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allocationInfo.Dispose();
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_freeSlots.Enqueue(handle.id);
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}
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public void Dispose()
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{
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#if DEBUG
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if (_allocations.Count > 0)
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{
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throw new InvalidOperationException($"ResourceAllocator is being disposed with {_allocations.Count} allocations still registered. Ensure all resources are released before disposing.");
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}
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#endif
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for (var i = 0; i < _allocations.Count; i++)
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{
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_allocations[i].Dispose();
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}
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_allocations.Dispose();
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_temResources.Dispose();
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_allocator.Release();
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}
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} |