Files
GhostEngine/Ghost.Graphics/D3D12/D3D12ResourceDatabase.cs
Misaki 676f8bb74c Add render graph proof of concept and refactor graphics
Implemented a transient render graph system as a proof of concept, including resource aliasing, pass culling, and typed pass data. Added new project `Ghost.RenderGraph.Concept` targeting `.NET 10.0`.

Refactored graphics-related components:
- Simplified resource state transitions in `RenderingContext`.
- Improved resize handling in `GraphicsTestWindow`.
- Updated `D3D12GraphicsEngine` to streamline frame rendering.
- Enhanced `D3D12ResourceDatabase` and `D3D12SwapChain` for better resource management.

Added detailed documentation:
- `ALIASING.md` explains resource aliasing techniques.
- `API_DESIGN.md` outlines the render graph API design.

Updated solution to include the new render graph project.
2025-12-01 22:31:17 +09:00

503 lines
15 KiB
C#

using Ghost.Core;
using Ghost.Graphics.Core;
using Ghost.Graphics.D3D12.Utilities;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.Collections;
using Misaki.HighPerformance.LowLevel;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using TerraFX.Interop.DirectX;
namespace Ghost.Graphics.D3D12;
internal class D3D12ResourceDatabase : IResourceDatabase
{
internal unsafe record struct ResourceRecord
{
[StructLayout(LayoutKind.Explicit)]
public struct ResourceUnion
{
[FieldOffset(0)]
public UniquePtr<D3D12MA_Allocation> allocation;
[FieldOffset(0)]
public UniquePtr<ID3D12Resource> resource;
public ResourceUnion(D3D12MA_Allocation* allocation)
{
this.allocation = allocation;
}
public ResourceUnion(ID3D12Resource* resource)
{
this.resource = resource;
}
}
public ResourceDesc desc;
public ResourceViewGroup viewGroup;
public ResourceUnion resourceUnion;
public ResourceState state;
public uint cpuFenceValue;
public readonly bool isExternal;
public readonly bool Allocated => isExternal ? resourceUnion.resource.Get() != null : resourceUnion.allocation.Get() != null;
public readonly SharedPtr<ID3D12Resource> ResourcePtr => isExternal ? resourceUnion.resource.Get() : resourceUnion.allocation.Get()->GetResource();
public ResourceRecord(D3D12MA_Allocation* allocation, uint cpuFenceValue, ResourceState state, ResourceViewGroup resourceDescriptor, ResourceDesc desc)
{
this.resourceUnion = new ResourceUnion(allocation);
this.isExternal = false;
this.viewGroup = resourceDescriptor;
this.cpuFenceValue = cpuFenceValue;
this.state = state;
this.desc = desc;
}
public ResourceRecord(ID3D12Resource* resource, ResourceState state, ResourceViewGroup viewGroup)
{
this.resourceUnion = new ResourceUnion(resource);
this.isExternal = true;
this.viewGroup = viewGroup;
this.cpuFenceValue = ~0u;
this.state = state;
this.desc = ResourceDesc.FromD3D12(resource->GetDesc());
}
public uint Release(D3D12DescriptorAllocator descriptorAllocator)
{
var refCount = 0u;
if (Allocated)
{
if (isExternal)
{
refCount = resourceUnion.resource.Get()->Release();
}
else
{
refCount = resourceUnion.allocation.Get()->Release();
}
}
descriptorAllocator.Release(viewGroup);
resourceUnion = default;
viewGroup = default;
return refCount;
}
}
private readonly D3D12DescriptorAllocator _descriptorAllocator;
private UnsafeSlotMap<ResourceRecord> _resources;
#if DEBUG || GHOST_EDITOR
private readonly Dictionary<Handle<GPUResource>, string> _resourceName;
#endif
private UnsafeHashMap<SamplerDesc, Identifier<Sampler>> _samplers;
private UnsafeSlotMap<Mesh> _meshes;
private UnsafeSlotMap<Material> _materials;
private readonly DynamicArray<Shader?> _shaders; // NOTE: We use a simple list since shader is not frequently added/removed. This can save 4 bytes for each ecs component.
private readonly Dictionary<ShaderPassKey, ShaderPass> _shaderPasses; // NOTE: The reason we use Dictionary here is that ShaderPassKey is a presistence identifier across multiple application sessions.
private int _lastSamplerId;
private bool _disposed;
public D3D12ResourceDatabase(D3D12DescriptorAllocator descriptorAllocator)
{
_descriptorAllocator = descriptorAllocator;
_resources = new UnsafeSlotMap<ResourceRecord>(64, Allocator.Persistent, AllocationOption.Clear);
#if DEBUG || GHOST_EDITOR
_resourceName = new Dictionary<Handle<GPUResource>, string>(64);
#endif
_samplers = new UnsafeHashMap<SamplerDesc, Identifier<Sampler>>(32, Allocator.Persistent);
_meshes = new UnsafeSlotMap<Mesh>(64, Allocator.Persistent, AllocationOption.Clear);
_materials = new UnsafeSlotMap<Material>(16, Allocator.Persistent, AllocationOption.Clear);
_shaders = new DynamicArray<Shader?>(16);
_shaderPasses = new Dictionary<ShaderPassKey, ShaderPass>(16);
_lastSamplerId = -1;
}
~D3D12ResourceDatabase()
{
Dispose();
}
private void ReleaseResource<T>(ref T resource)
where T : IResourceReleasable
{
resource.ReleaseResource(this);
resource = default!;
}
public unsafe Handle<GPUResource> ImportExternalResource(ID3D12Resource* pResource, ResourceState initialState, ResourceViewGroup viewGroup, string? name = null)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var id = _resources.Add(new ResourceRecord(pResource, initialState, viewGroup), out var generation);
var handle = new Handle<GPUResource>(id, generation);
#if DEBUG || GHOST_EDITOR
if (!string.IsNullOrEmpty(name))
{
pResource->SetName(name);
_resourceName[handle] = name;
}
#endif
return handle;
}
public unsafe Handle<GPUResource> AddResource(D3D12MA_Allocation* allocation, uint cpuFenceValue, ResourceState initialState, ResourceViewGroup resourceDescriptor, ResourceDesc desc, string? name = null)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var id = _resources.Add(new ResourceRecord(allocation, cpuFenceValue, initialState, resourceDescriptor, desc), out var generation);
var handle = new Handle<GPUResource>(id, generation);
#if DEBUG || GHOST_EDITOR
if (!string.IsNullOrEmpty(name))
{
allocation->SetName(name);
_resourceName[handle] = name;
}
#endif
return handle;
}
public bool HasResource(Handle<GPUResource> handle)
{
ObjectDisposedException.ThrowIf(_disposed, this);
return _resources.Contains(handle.id, handle.generation);
}
public RefResult<ResourceRecord, ResultStatus> GetResourceRecord(Handle<GPUResource> handle)
{
ObjectDisposedException.ThrowIf(_disposed, this);
ref var info = ref _resources.GetElementReferenceAt(handle.id, handle.generation, out var exist);
if (!exist)
{
return Result.CreateRef(ref Unsafe.NullRef<ResourceRecord>(), ResultStatus.NotFound);
}
return Result.CreateRef(ref info, ResultStatus.Success);
}
public ref ResourceRecord GetResourceRecord(Handle<GPUResource> handle, out bool exist)
{
ObjectDisposedException.ThrowIf(_disposed, this);
return ref _resources.GetElementReferenceAt(handle.id, handle.generation, out exist);
}
public SharedPtr<ID3D12Resource> GetResource(Handle<GPUResource> handle)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var r = GetResourceRecord(handle);
if (r.Status != ResultStatus.Success)
{
return null;
}
return r.Value.ResourcePtr;
}
public Result<ResourceState, ResultStatus> GetResourceState(Handle<GPUResource> handle)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var r = GetResourceRecord(handle);
if (r.Status != ResultStatus.Success)
{
return Result.Create(ResourceState.Common, r.Status);
}
return Result.Create(r.Value.state, ResultStatus.Success);
}
public void SetResourceState(Handle<GPUResource> handle, ResourceState state)
{
ObjectDisposedException.ThrowIf(_disposed, this);
ref var info = ref _resources.GetElementReferenceAt(handle.id, handle.generation, out var exist);
if (!exist || !info.Allocated)
{
throw new KeyNotFoundException($"Resource with handle {handle} not found.");
}
info.state = state;
}
public Result<ResourceDesc, ResultStatus> GetResourceDescription(Handle<GPUResource> handle)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var r = GetResourceRecord(handle);
if (r.Status != ResultStatus.Success)
{
return Result.Create(default(ResourceDesc), r.Status);
}
return Result.Create(r.Value.desc, ResultStatus.Success);
}
public Result<uint, ResultStatus> GetBindlessIndex(Handle<GPUResource> handle)
{
ObjectDisposedException.ThrowIf(_disposed, this);
ref var info = ref GetResourceRecord(handle, out var exist);
if (!exist || !info.Allocated)
{
return Result.Create(0u, ResultStatus.NotFound);
}
return Result.Create((uint)info.viewGroup.srv.value, ResultStatus.Success);
}
public string? GetResourceName(Handle<GPUResource> handle)
{
ObjectDisposedException.ThrowIf(_disposed, this);
#if DEBUG || GHOST_EDITOR
if (_resourceName.TryGetValue(handle, out var name))
{
return name;
}
#endif
return null;
}
public void ReleaseResource(Handle<GPUResource> handle)
{
ObjectDisposedException.ThrowIf(_disposed, this);
if (!handle.IsValid)
{
return;
}
ref var info = ref _resources.GetElementReferenceAt(handle.id, handle.generation, out var exist);
if (!exist || !info.Allocated)
{
return;
}
info.Release(_descriptorAllocator);
//System.Diagnostics.Debug.Assert(info.Release(_descriptorAllocator) == 0);
#if DEBUG || GHOST_EDITOR
_resourceName.Remove(handle, out var name);
#endif
_resources.Remove(handle.id, handle.generation);
}
public Identifier<Sampler> CreateSampler(ref readonly SamplerDesc desc, int id)
{
ObjectDisposedException.ThrowIf(_disposed, this);
if (_samplers.ContainsKey(desc))
{
throw new InvalidOperationException("Sampler already exists.");
}
var identifier = new Identifier<Sampler>(id);
_samplers.Add(desc, identifier);
return identifier;
}
public bool TryGetSampler(ref readonly SamplerDesc desc, out Identifier<Sampler> id)
{
ObjectDisposedException.ThrowIf(_disposed, this);
return _samplers.TryGetValue(desc, out id);
}
public Handle<Mesh> AddMesh(ref readonly Mesh mesh)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var id = _meshes.Add(mesh, out var generation);
return new Handle<Mesh>(id, generation);
}
public bool HasMesh(Handle<Mesh> handle)
{
ObjectDisposedException.ThrowIf(_disposed, this);
return _meshes.Contains(handle.id, handle.generation);
}
public ref Mesh GetMeshReference(Handle<Mesh> handle)
{
ObjectDisposedException.ThrowIf(_disposed, this);
ref var mesh = ref _meshes.GetElementReferenceAt(handle.id, handle.generation, out var exist);
if (!exist)
{
throw new ArgumentOutOfRangeException(nameof(handle), $"Mesh {handle} is invalid.");
}
return ref mesh;
}
public void ReleaseMesh(Handle<Mesh> handle)
{
ObjectDisposedException.ThrowIf(_disposed, this);
ref var mesh = ref _meshes.GetElementReferenceAt(handle.id, handle.generation, out var exist);
if (!exist)
{
return;
}
ReleaseResource(ref mesh);
_meshes.Remove(handle.id, handle.generation);
}
public Handle<Material> AddMaterial(ref readonly Material material)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var id = _materials.Add(material, out var generation);
return new Handle<Material>(id, generation);
}
public bool HasMaterial(Handle<Material> handle)
{
ObjectDisposedException.ThrowIf(_disposed, this);
return _materials.Contains(handle.id, handle.generation);
}
public ref Material GetMaterialReference(Handle<Material> handle)
{
ObjectDisposedException.ThrowIf(_disposed, this);
ref var material = ref _materials.GetElementReferenceAt(handle.id, handle.generation, out var exist);
if (!exist)
{
throw new ArgumentOutOfRangeException(nameof(handle), $"Material handle {handle} is invalid.");
}
return ref material;
}
public void ReleaseMaterial(Handle<Material> handle)
{
ObjectDisposedException.ThrowIf(_disposed, this);
ref var material = ref _materials.GetElementReferenceAt(handle.id, handle.generation, out var exist);
if (!exist)
{
return;
}
ReleaseResource(ref material);
_materials.Remove(handle.id, handle.generation);
}
public Identifier<Shader> AddShader(Shader shader)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var id = _shaders.Count;
_shaders.Add(shader);
return new Identifier<Shader>(id);
}
public bool HasShader(Identifier<Shader> id)
{
ObjectDisposedException.ThrowIf(_disposed, this);
return id.value >= 0 && id.value < _shaders.Count && _shaders[id.value] != null;
}
public Shader GetShaderReference(Identifier<Shader> id)
{
ObjectDisposedException.ThrowIf(_disposed, this);
if (!HasShader(id))
{
throw new ArgumentOutOfRangeException(nameof(id), $"Shader id {id} is invalid.");
}
var shader = _shaders[id.value]!;
return shader;
}
public void ReleaseShader(Identifier<Shader> id)
{
ObjectDisposedException.ThrowIf(_disposed, this);
if (!HasShader(id))
{
return;
}
ref var shader = ref _shaders[id.value]!;
ReleaseResource(ref shader);
}
public void Dispose()
{
static void ThrowMemoryLeakException(string resourceType, int count)
{
throw new MemoryLeakException($"ResourceAllocator is being disposed with {count} {resourceType} still registered. Ensure all resources are released before disposing.");
}
if (_disposed)
{
return;
}
if (_resources.Count > 0)
{
ThrowMemoryLeakException("GPU resources", _resources.Count);
}
if (_meshes.Count > 0)
{
ThrowMemoryLeakException("meshes", _meshes.Count);
}
if (_materials.Count > 0)
{
ThrowMemoryLeakException("materials", _materials.Count);
}
// SDL are reference type, it will be managed by GC, so we don't throw exception here.
for (var i = 0; i < _shaders.Count; i++)
{
ref var shader = ref _shaders[i];
if (shader == null)
{
continue;
}
ReleaseResource(ref shader);
}
// Same for shader pass.
foreach (var kv in _shaderPasses)
{
var pass = kv.Value;
ReleaseResource(ref pass);
}
_resources.Dispose();
_samplers.Dispose();
_meshes.Dispose();
_materials.Dispose();
_disposed = true;
GC.SuppressFinalize(this);
}
}