forked from Misaki/GhostEngine
Major architecture upgrade: - Add native render pass merging (hardware pass grouping, load/store op inference) - Implement heap-based aliasing for textures & buffers (D3D12-style) - Unify resource model: buffers and textures in one registry - Extend builder API for buffer creation/usage, access flags, hints - Improve barrier/state tracking (buffer hints, indirect argument state) - Update caching, hashing, and debug output for new model - Add enums/structs: AttachmentLoadOp, StoreOp, BufferHint, etc. - D3D12 backend: support named resources, temp upload buffers, correct heap usage - Update docs, benchmarks, and project files for new features Brings render graph closer to AAA engine standards, enabling efficient memory usage, lower driver overhead, and a more flexible API.
394 lines
16 KiB
C#
394 lines
16 KiB
C#
using Ghost.Core;
|
|
using Ghost.Core.Graphics;
|
|
using Ghost.Core.Utilities;
|
|
using Ghost.Graphics.Contracts;
|
|
using Ghost.Graphics.Core;
|
|
using Ghost.Graphics.D3D12.Utilities;
|
|
using Ghost.Graphics.RHI;
|
|
using Misaki.HighPerformance.LowLevel;
|
|
using Misaki.HighPerformance.LowLevel.Buffer;
|
|
using Misaki.HighPerformance.LowLevel.Collections;
|
|
using System.Runtime.InteropServices;
|
|
using TerraFX.Interop.DirectX;
|
|
using TerraFX.Interop.Windows;
|
|
|
|
using static TerraFX.Aliases.D3D_Alias;
|
|
using static TerraFX.Aliases.D3D12_Alias;
|
|
|
|
namespace Ghost.Graphics.D3D12;
|
|
|
|
internal struct D3D12PipelineState : IDisposable
|
|
{
|
|
public D3DX12_MESH_SHADER_PIPELINE_STATE_DESC psoDesc;
|
|
public UniquePtr<ID3D12PipelineState> pso;
|
|
public Key64<ShaderVariant> shaderVariant;
|
|
|
|
public void Dispose()
|
|
{
|
|
pso.Dispose();
|
|
}
|
|
}
|
|
|
|
internal unsafe class D3D12PipelineLibrary : IPipelineLibrary
|
|
{
|
|
private readonly D3D12RenderDevice _device;
|
|
private readonly D3D12ResourceDatabase _resourceDatabase;
|
|
|
|
private UniquePtr<ID3D12PipelineLibrary1> _library;
|
|
private UniquePtr<ID3D12RootSignature> _defaultRootSignature;
|
|
|
|
private readonly Dictionary<Key128<GraphicsPipeline>, D3D12PipelineState> _pipelineCache;
|
|
|
|
public ID3D12RootSignature* DefaultRootSignature => _defaultRootSignature.Get();
|
|
|
|
public D3D12PipelineLibrary(D3D12RenderDevice device, D3D12ResourceDatabase resourceDatabase)
|
|
{
|
|
_device = device;
|
|
_resourceDatabase = resourceDatabase;
|
|
|
|
_pipelineCache = new Dictionary<Key128<GraphicsPipeline>, D3D12PipelineState>();
|
|
|
|
CreateDefaultRootSignature().ThrowIfFailed();
|
|
}
|
|
|
|
// TODO: Maybe we don't need 4 root signature. We can use bindless for global, per-view, and per-object buffers as well.
|
|
private Result CreateDefaultRootSignature()
|
|
{
|
|
_defaultRootSignature = default;
|
|
|
|
// NOTE: Since we are targeting SM 6.6, we can use ResourceDescriptorHeap and SamplerDescriptorHeap directly without needing to set up viewGroup tables.
|
|
var rootParameters = stackalloc D3D12_ROOT_PARAMETER1[RootSignatureLayout.ROOT_PARAMETER_COUNT];
|
|
|
|
#if false
|
|
rootParameters[0] = new D3D12_ROOT_PARAMETER1
|
|
{
|
|
ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV,
|
|
ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
|
|
Descriptor = new D3D12_ROOT_DESCRIPTOR1(RootSignatureLayout.GLOBAL_BUFFER_SLOT, 0), // b0
|
|
};
|
|
|
|
rootParameters[1] = new D3D12_ROOT_PARAMETER1
|
|
{
|
|
ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV,
|
|
ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
|
|
Descriptor = new D3D12_ROOT_DESCRIPTOR1(RootSignatureLayout.PER_VIEW_BUFFER_SLOT, 0), // b1
|
|
};
|
|
|
|
rootParameters[2] = new D3D12_ROOT_PARAMETER1
|
|
{
|
|
ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV,
|
|
ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
|
|
Descriptor = new D3D12_ROOT_DESCRIPTOR1(RootSignatureLayout.PER_OBJECT_BUFFER_SLOT, 0), // b2
|
|
};
|
|
|
|
rootParameters[3] = new D3D12_ROOT_PARAMETER1
|
|
{
|
|
ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV,
|
|
ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
|
|
Descriptor = new D3D12_ROOT_DESCRIPTOR1(RootSignatureLayout.PER_MATERIAL_BUFFER_SLOT, 0), // b3
|
|
};
|
|
#else
|
|
rootParameters[0] = new D3D12_ROOT_PARAMETER1
|
|
{
|
|
ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS,
|
|
ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
|
|
Constants = new D3D12_ROOT_CONSTANTS
|
|
{
|
|
ShaderRegister = 0, // b0
|
|
RegisterSpace = 0, // space0
|
|
Num32BitValues = 4 // Global, View, Object, Material indices
|
|
}
|
|
};
|
|
#endif
|
|
var rootSignatureDesc = new D3D12_ROOT_SIGNATURE_DESC1
|
|
{
|
|
NumParameters = RootSignatureLayout.ROOT_PARAMETER_COUNT,
|
|
pParameters = rootParameters,
|
|
NumStaticSamplers = 0,
|
|
pStaticSamplers = null,
|
|
Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT
|
|
| D3D12_ROOT_SIGNATURE_FLAG_CBV_SRV_UAV_HEAP_DIRECTLY_INDEXED
|
|
| D3D12_ROOT_SIGNATURE_FLAG_SAMPLER_HEAP_DIRECTLY_INDEXED
|
|
};
|
|
|
|
var versionedDesc = new D3D12_VERSIONED_ROOT_SIGNATURE_DESC
|
|
{
|
|
Version = D3D_ROOT_SIGNATURE_VERSION_1_1,
|
|
Desc_1_1 = rootSignatureDesc
|
|
};
|
|
|
|
using ComPtr<ID3DBlob> pSignature = default;
|
|
using ComPtr<ID3DBlob> pError = default;
|
|
|
|
var serializeResult = D3D12SerializeVersionedRootSignature(&versionedDesc, pSignature.GetAddressOf(), pError.GetAddressOf());
|
|
if (serializeResult.FAILED)
|
|
{
|
|
var errorMsg = pError.Get() != null ? Marshal.PtrToStringUTF8((nint)pError.Get()->GetBufferPointer()) : "Unknown error";
|
|
return Result.Failure($"Failed to serialize default root signature: {errorMsg}");
|
|
}
|
|
|
|
ID3D12RootSignature* pRootSignature = default;
|
|
ThrowIfFailed(_device.NativeDevice.Get()->CreateRootSignature(0, pSignature.Get()->GetBufferPointer(), pSignature.Get()->GetBufferSize(),
|
|
__uuidof(pRootSignature), (void**)&pRootSignature));
|
|
|
|
_defaultRootSignature.Attach(pRootSignature);
|
|
|
|
return Result.Success();
|
|
}
|
|
|
|
public void InitializeLibrary(string? filePath)
|
|
{
|
|
ID3D12PipelineLibrary1* pLibrary = default;
|
|
|
|
if (File.Exists(filePath))
|
|
{
|
|
var fileBytes = File.ReadAllBytes(filePath);
|
|
fixed (byte* pFileBytes = fileBytes)
|
|
{
|
|
ThrowIfFailed(_device.NativeDevice.Get()->CreatePipelineLibrary(pFileBytes, (nuint)fileBytes.Length, __uuidof(pLibrary), (void**)&pLibrary));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ThrowIfFailed(_device.NativeDevice.Get()->CreatePipelineLibrary(null, 0, __uuidof(pLibrary), (void**)&pLibrary));
|
|
}
|
|
|
|
_library.Attach(pLibrary);
|
|
}
|
|
|
|
public void SaveLibraryToDisk(string filePath)
|
|
{
|
|
var dir = Path.GetDirectoryName(filePath);
|
|
if (!Directory.Exists(dir))
|
|
{
|
|
throw new InvalidOperationException($"Directory does not exist: {dir}");
|
|
}
|
|
|
|
var size = _library.Get()->GetSerializedSize();
|
|
using var buffer = new UnsafeArray<byte>((int)size, Allocator.Persistent); // We use persistent Heap allocation instead of stack allocation to avoid stack overflow for large pipeline libraries.
|
|
|
|
ThrowIfFailed(_library.Get()->Serialize(buffer.GetUnsafePtr(), size));
|
|
|
|
using var fs = File.Open(filePath, FileMode.Create, FileAccess.Write, FileShare.None);
|
|
fs.Write(buffer.AsSpan());
|
|
}
|
|
|
|
private static Result<CBufferInfo> ValidateReflectionData(ShaderReflectionData reflectionData)
|
|
{
|
|
if (reflectionData.ResourcesBindings.Count != RootSignatureLayout.ROOT_PARAMETER_COUNT)
|
|
{
|
|
return Result.Failure($"Shader must use all {RootSignatureLayout.ROOT_PARAMETER_COUNT} constant buffer slots defined in the root signature.");
|
|
}
|
|
|
|
var rootConstant = reflectionData.ResourcesBindings[0];
|
|
if (rootConstant.Type != ShaderInputType.ConstantBuffer)
|
|
{
|
|
return Result.Failure($"Root constant parameter must be a constant buffer.");
|
|
}
|
|
|
|
if (rootConstant.Size != sizeof(PushConstantsData))
|
|
{
|
|
return Result.Failure($"Root constant buffer size must be {sizeof(PushConstantsData)} bytes.");
|
|
}
|
|
|
|
var cbufferInfo = new CBufferInfo
|
|
{
|
|
Name = rootConstant.Name,
|
|
RegisterSlot = rootConstant.BindPoint,
|
|
RegisterSpace = rootConstant.Space,
|
|
SizeInBytes = rootConstant.Size,
|
|
Properties = rootConstant.Properties
|
|
};
|
|
|
|
return Result.Success(cbufferInfo);
|
|
}
|
|
|
|
private static D3D12_COMPARISON_FUNC ToD3DCompare(ZTest z) => z switch
|
|
{
|
|
ZTest.Disabled => D3D12_COMPARISON_FUNC_NEVER,
|
|
ZTest.Less => D3D12_COMPARISON_FUNC_LESS,
|
|
ZTest.LessEqual => D3D12_COMPARISON_FUNC_LESS_EQUAL,
|
|
ZTest.Equal => D3D12_COMPARISON_FUNC_EQUAL,
|
|
ZTest.GreaterEqual => D3D12_COMPARISON_FUNC_GREATER_EQUAL,
|
|
ZTest.Greater => D3D12_COMPARISON_FUNC_GREATER,
|
|
ZTest.NotEqual => D3D12_COMPARISON_FUNC_NOT_EQUAL,
|
|
ZTest.Always => D3D12_COMPARISON_FUNC_ALWAYS,
|
|
_ => D3D12_COMPARISON_FUNC_LESS_EQUAL
|
|
};
|
|
|
|
private static D3D12_DEPTH_STENCIL_DESC BuildDepthStencil(ZTest ztest, ZWrite zwrite)
|
|
{
|
|
var depthEnabled = ztest != ZTest.Disabled;
|
|
var writeEnabled = zwrite == ZWrite.On;
|
|
var cmp = ToD3DCompare(ztest);
|
|
return D3D12Utility.D3D12_DEPTH_STENCIL_DESC_CREATE(depthEnabled, writeEnabled, cmp);
|
|
}
|
|
|
|
public Result<Key128<GraphicsPipeline>> CompilePSO(ref readonly GraphicsPSODescriptor descriptor, ref readonly GraphicsCompiledResult compiled)
|
|
{
|
|
static Result<CBufferInfo> ValidatePassReflectionData(ref readonly GraphicsCompiledResult compiled)
|
|
{
|
|
var msr = ValidateReflectionData(compiled.msResult.reflectionData);
|
|
if (msr.IsFailure)
|
|
{
|
|
return Result.Failure("Validation of mesh shader reflection data failed: " + msr.Message);
|
|
}
|
|
|
|
var psr = ValidateReflectionData(compiled.psResult.reflectionData);
|
|
if (psr.IsFailure)
|
|
{
|
|
return Result.Failure("Validation of pixel shader reflection data failed: " + psr.Message);
|
|
}
|
|
|
|
if (msr.Value.Properties != null
|
|
&& msr.Value.SizeInBytes != psr.Value.SizeInBytes)
|
|
{
|
|
return Result.Failure("Mesh shader and pixel shader constant buffer layouts do not match.");
|
|
}
|
|
|
|
if (compiled.tsResult.IsCreated)
|
|
{
|
|
var tsr = ValidateReflectionData(compiled.tsResult.reflectionData);
|
|
if (tsr.IsFailure)
|
|
{
|
|
return Result.Failure("Validation of task shader reflection data failed: " + tsr.Message);
|
|
}
|
|
|
|
if (tsr.Value.Properties != null
|
|
&& tsr.Value.SizeInBytes != psr.Value.SizeInBytes)
|
|
{
|
|
return Result.Failure("Task shader and pixel shader constant buffer layouts do not match.");
|
|
}
|
|
}
|
|
|
|
// ts and ms may not use per material cbuffer at all, so we return the psr value.
|
|
return psr.Value;
|
|
}
|
|
|
|
if (descriptor.RtvFormats.Length > D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT)
|
|
{
|
|
return Result.Failure($"RTV format count exceeds the maximum supported render target count of {D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT}.");
|
|
}
|
|
|
|
var passPipelineKey = new PassPipelineHash(descriptor.RtvFormats, descriptor.DsvFormat);
|
|
var pipelineKey = RHIUtility.CreateGraphicsPipelineKey(descriptor.VariantKey, descriptor.PipelineOption, passPipelineKey);
|
|
|
|
if (!_pipelineCache.ContainsKey(pipelineKey))
|
|
{
|
|
var result = ValidatePassReflectionData(in compiled);
|
|
if (result.IsFailure)
|
|
{
|
|
return Result.Failure(result.Message);
|
|
}
|
|
|
|
var desc = new D3DX12_MESH_SHADER_PIPELINE_STATE_DESC
|
|
{
|
|
pRootSignature = _defaultRootSignature.Get(),
|
|
MS = new D3D12_SHADER_BYTECODE(compiled.msResult.bytecode.GetUnsafePtr(), (nuint)compiled.msResult.bytecode.Count),
|
|
PS = new D3D12_SHADER_BYTECODE(compiled.psResult.bytecode.GetUnsafePtr(), (nuint)compiled.psResult.bytecode.Count),
|
|
PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
|
|
SampleMask = UINT32_MAX,
|
|
SampleDesc = new DXGI_SAMPLE_DESC(1, 0),
|
|
NumRenderTargets = (uint)descriptor.RtvFormats.Length,
|
|
DSVFormat = descriptor.DsvFormat.ToDXGIFormat(),
|
|
DepthStencilState = BuildDepthStencil(descriptor.PipelineOption.ZTest, descriptor.PipelineOption.ZWrite),
|
|
NodeMask = 0,
|
|
Flags = D3D12_PIPELINE_STATE_FLAG_NONE,
|
|
|
|
BlendState = descriptor.PipelineOption.Blend switch
|
|
{
|
|
Blend.Opaque => D3D12Utility.D3D12_BLEND_DESC_OPAQUE,
|
|
Blend.Alpha => D3D12Utility.D3D12_BLEND_DESC_ALPHA_BLEND,
|
|
Blend.Additive => D3D12Utility.D3D12_BLEND_DESC_ADDITIVE,
|
|
Blend.Multiply => D3D12Utility.D3D12_BLEND_DESC_MULTIPLY,
|
|
Blend.PremultipliedAlpha => D3D12Utility.D3D12_BLEND_DESC_PREMULTIPLIED,
|
|
_ => D3D12Utility.D3D12_BLEND_DESC_OPAQUE
|
|
},
|
|
RasterizerState = descriptor.PipelineOption.Cull switch
|
|
{
|
|
Cull.Off => D3D12Utility.D3D12_RASTERIZER_DESC_CULL_NONE,
|
|
Cull.Front => D3D12Utility.D3D12_RASTERIZER_DESC_CULL_CLOCKWISE,
|
|
Cull.Back => D3D12Utility.D3D12_RASTERIZER_DESC_CULL_COUNTER_CLOCKWISE,
|
|
_ => D3D12Utility.D3D12_RASTERIZER_DESC_CULL_NONE
|
|
},
|
|
};
|
|
|
|
if (compiled.tsResult.IsCreated)
|
|
{
|
|
desc.AS = new D3D12_SHADER_BYTECODE(compiled.tsResult.bytecode.GetUnsafePtr(), (nuint)compiled.tsResult.bytecode.Count);
|
|
}
|
|
|
|
for (var i = 0; i < descriptor.RtvFormats.Length; i++)
|
|
{
|
|
desc.RTVFormats[i] = descriptor.RtvFormats[i].ToDXGIFormat();
|
|
desc.BlendState.RenderTarget[i].RenderTargetWriteMask = (byte)((int)descriptor.PipelineOption.ColorMask & 0x0F);
|
|
}
|
|
|
|
var meshStream = new CD3DX12_PIPELINE_MESH_STATE_STREAM(in desc);
|
|
var streamDesc = new D3D12_PIPELINE_STATE_STREAM_DESC
|
|
{
|
|
pPipelineStateSubobjectStream = &meshStream,
|
|
SizeInBytes = (nuint)sizeof(CD3DX12_PIPELINE_MESH_STATE_STREAM)
|
|
};
|
|
|
|
ID3D12PipelineState* pPipelineState = default;
|
|
|
|
var pKeyStr = stackalloc char[33]; // 32 for 128 bits key + 1 for null terminator
|
|
var keySpan = new Span<char>(pKeyStr, 33);
|
|
if (!pipelineKey.TryGetString(keySpan))
|
|
{
|
|
return Result.Failure("Failed to convert pipeline key to string.");
|
|
}
|
|
|
|
var hr = _library.Get()->LoadPipeline(pKeyStr, &streamDesc, __uuidof(pPipelineState), (void**)&pPipelineState);
|
|
if (hr == E.E_INVALIDARG)
|
|
{
|
|
// Pipeline not found in the library, create a new one.
|
|
ThrowIfFailed(_device.NativeDevice.Get()->CreatePipelineState(&streamDesc, __uuidof(pPipelineState), (void**)&pPipelineState));
|
|
ThrowIfFailed(_library.Get()->StorePipeline(pKeyStr, pPipelineState));
|
|
}
|
|
else
|
|
{
|
|
ThrowIfFailed(hr);
|
|
}
|
|
|
|
D3D12PipelineState pso = default;
|
|
pso.shaderVariant = descriptor.VariantKey;
|
|
pso.psoDesc = desc;
|
|
pso.pso.Attach(pPipelineState);
|
|
|
|
_pipelineCache[pipelineKey] = pso;
|
|
}
|
|
|
|
return pipelineKey;
|
|
}
|
|
|
|
public bool HasPipeline(Key128<GraphicsPipeline> key)
|
|
{
|
|
return _pipelineCache.ContainsKey(key);
|
|
}
|
|
|
|
public Result<SharedPtr<ID3D12PipelineState>, ErrorStatus> GetGraphicsPSO(Key128<GraphicsPipeline> key)
|
|
{
|
|
if (_pipelineCache.TryGetValue(key, out var cacheEntry))
|
|
{
|
|
return cacheEntry.pso.Share();
|
|
}
|
|
|
|
return ErrorStatus.NotFound;
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
foreach (var kvp in _pipelineCache)
|
|
{
|
|
kvp.Value.Dispose();
|
|
}
|
|
|
|
_pipelineCache.Clear();
|
|
|
|
_defaultRootSignature.Dispose();
|
|
_library.Dispose();
|
|
}
|
|
}
|