forked from Misaki/GhostEngine
Added `InternalsVisibleTo` attribute for "Ghost.Graphics" and "Ghost.Editor" in `AssemblyInfo.cs`. Added a new `EngineAssemblyAttribute` in `EngineAssemblyAttribute.cs`. Added a reference to `Misaki.HighPerformance.Unsafe` in `Ghost.Core.csproj`. Added a new `Bounds` struct to represent axis-aligned bounding boxes in `Bounds.cs`. Added new `Color32` and `Color128` structs for color representation in `Color.cs`. Changed the namespace from `Ghost.Editor.Controls` to `Ghost.Editor.Core.Controls` in multiple files. Changed the implicit conversion operator in `ConstPtr<T>` to use a more descriptive parameter name in `ConstPtr.cs`. Changed the `Mesh` class to use `Color128` instead of `Color32` for color representation. Enhanced the `TypeCache` class to load types from assemblies marked with `EngineAssemblyAttribute`. Enhanced the `ProjectService` class to improve the `GetAllProjectAsync` method by filtering out bad projects. Enhanced the `GraphicsPipeline` class to support both DX12 and D3D12 graphics APIs. Enhanced the `Shader` class to include methods for compiling HLSL shaders and managing root signatures. Enhanced the `MeshRenderPass` class to utilize the new shader compilation methods. Refactored the `AppStateMachine` class to use private fields instead of static fields for state management. Refactored the `ComponentDataView` class to use the new namespace and improve organization. Refactored project references in `Ghost.Graphics.csproj` to include new dependencies and remove outdated ones. Made various adjustments to ensure consistency and improve code quality across multiple files.
246 lines
6.9 KiB
C#
246 lines
6.9 KiB
C#
using Ghost.Core;
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using System.Diagnostics;
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using System.Numerics;
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using Win32;
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using Win32.Graphics.Direct3D12;
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using DescriptorIndex = System.UInt32;
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namespace Ghost.Graphics.D3D12.Utilities;
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internal unsafe struct D3D12DescriptorAllocator : IDisposable
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{
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private const DescriptorIndex _INVALID_DESCRIPTOR_INDEX = ~0u;
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private readonly ConstPtr<ID3D12Device14> _device;
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private readonly Lock _lock = new();
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private ComPtr<ID3D12DescriptorHeap> _heap;
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private ComPtr<ID3D12DescriptorHeap> _shaderVisibleHeap;
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private CpuDescriptorHandle _startCpuHandle;
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private CpuDescriptorHandle _startCpuHandleShaderVisible;
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private GpuDescriptorHandle _startGpuHandleShaderVisible;
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private DescriptorIndex _searchStart;
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private bool[] _allocatedDescriptors = [];
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public DescriptorHeapType HeapType
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{
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get;
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}
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public uint NumDescriptors
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{
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get; private set;
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}
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public uint NumAllocatedDescriptors
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{
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get; private set;
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}
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public bool ShaderVisible
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{
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get;
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}
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public uint Stride
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{
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get;
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}
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public readonly ConstPtr<ID3D12DescriptorHeap> Heap => new(_heap.Get());
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public readonly ConstPtr<ID3D12DescriptorHeap> ShaderVisibleHeap => new(_shaderVisibleHeap.Get());
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public D3D12DescriptorAllocator(ConstPtr<ID3D12Device14> device, DescriptorHeapType type, uint numDescriptors)
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{
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_device = device;
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HeapType = type;
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NumDescriptors = numDescriptors;
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ShaderVisible = type == DescriptorHeapType.CbvSrvUav || type == DescriptorHeapType.Sampler;
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Stride = device.Ptr->GetDescriptorHandleIncrementSize(type);
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var success = AllocateResources(numDescriptors);
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Debug.Assert(success);
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}
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public DescriptorIndex AllocateDescriptor() => AllocateDescriptors(1);
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public DescriptorIndex AllocateDescriptors(uint count)
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{
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lock (_lock)
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{
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DescriptorIndex foundIndex = 0;
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uint freeCount = 0;
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var found = false;
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// Find a contiguous range of 'count' indices for which _allocatedDescriptors[index] is false
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for (var index = _searchStart; index < NumDescriptors; index++)
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{
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if (_allocatedDescriptors[index])
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{
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freeCount = 0;
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}
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else
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{
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freeCount += 1;
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}
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if (freeCount >= count)
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{
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foundIndex = index > 0 ? index - count + 1 : 0;
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found = true;
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break;
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}
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}
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if (!found)
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{
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foundIndex = NumDescriptors;
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if (!Grow(NumDescriptors + count))
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{
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Debug.WriteLine("ERROR: Failed to grow a descriptor heap!");
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return _INVALID_DESCRIPTOR_INDEX;
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}
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}
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for (var index = foundIndex; index < foundIndex + count; index++)
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{
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_allocatedDescriptors[index] = true;
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}
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NumAllocatedDescriptors += count;
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_searchStart = foundIndex + count;
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return foundIndex;
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}
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}
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public void ReleaseDescriptor(DescriptorIndex index) => ReleaseDescriptors(index, 1);
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public void ReleaseDescriptors(DescriptorIndex baseIndex, uint count = 1)
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{
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if (count == 0)
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{
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return;
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}
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lock (_lock)
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{
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for (var index = baseIndex; index < baseIndex + count; index++)
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{
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#if DEBUG
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if (!_allocatedDescriptors[index])
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{
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Debug.WriteLine("Error: Attempted to release an un-allocated descriptor");
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}
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#endif
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_allocatedDescriptors[index] = false;
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}
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NumAllocatedDescriptors -= count;
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if (_searchStart > baseIndex)
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{
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_searchStart = baseIndex;
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}
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}
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}
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public CpuDescriptorHandle GetCpuHandle(DescriptorIndex index)
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{
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var handle = _startCpuHandle;
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return handle.Offset((int)index, Stride);
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}
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public CpuDescriptorHandle GetCpuHandleShaderVisible(DescriptorIndex index)
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{
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var handle = _startCpuHandleShaderVisible;
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return handle.Offset((int)index, Stride);
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}
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public GpuDescriptorHandle GetGpuHandle(DescriptorIndex index)
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{
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var handle = _startGpuHandleShaderVisible;
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return handle.Offset((int)index, Stride);
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}
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public void CopyToShaderVisibleHeap(DescriptorIndex index, uint count = 1)
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{
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_device.Ptr->CopyDescriptorsSimple(count, GetCpuHandleShaderVisible(index), GetCpuHandle(index), HeapType);
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}
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private bool AllocateResources(uint numDescriptors)
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{
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NumDescriptors = numDescriptors;
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_heap.Dispose();
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_shaderVisibleHeap.Dispose();
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DescriptorHeapDescription heapDesc = new()
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{
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Type = HeapType,
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NumDescriptors = numDescriptors,
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Flags = DescriptorHeapFlags.None,
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NodeMask = 0
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};
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fixed (void* heapPtr = &_heap)
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{
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var hr = _device.Ptr->CreateDescriptorHeap(&heapDesc, __uuidof<ID3D12DescriptorHeap>(), (void**)heapPtr);
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if (hr.Failure)
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{
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return false;
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}
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}
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_startCpuHandle = _heap.Get()->GetCPUDescriptorHandleForHeapStart();
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Array.Resize(ref _allocatedDescriptors, (int)numDescriptors);
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if (ShaderVisible)
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{
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heapDesc.Flags = DescriptorHeapFlags.ShaderVisible;
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fixed (void* heapPtr = &_shaderVisibleHeap)
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{
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var hr = _device.Ptr->CreateDescriptorHeap(&heapDesc, __uuidof<ID3D12DescriptorHeap>(), (void**)heapPtr);
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if (hr.Failure)
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{
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return false;
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}
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}
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_startCpuHandleShaderVisible = _shaderVisibleHeap.Get()->GetCPUDescriptorHandleForHeapStart();
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_startGpuHandleShaderVisible = _shaderVisibleHeap.Get()->GetGPUDescriptorHandleForHeapStart();
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}
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return true;
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}
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private bool Grow(uint minRequiredSize)
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{
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var oldSize = NumDescriptors;
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var newSize = BitOperations.RoundUpToPowerOf2(minRequiredSize);
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var oldHeap = _heap;
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if (!AllocateResources(newSize))
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{
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return false;
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}
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_device.Ptr->CopyDescriptorsSimple(oldSize, _startCpuHandle, oldHeap.Get()->GetCPUDescriptorHandleForHeapStart(), HeapType);
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if (_shaderVisibleHeap.Get() is not null)
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{
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_device.Ptr->CopyDescriptorsSimple(oldSize, _startCpuHandleShaderVisible, oldHeap.Get()->GetCPUDescriptorHandleForHeapStart(), HeapType);
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}
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return true;
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}
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/// <inheritdoc />
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public void Dispose()
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{
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_heap.Dispose();
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_shaderVisibleHeap.Dispose();
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}
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} |