forked from Misaki/GhostEngine
- Updated namespaces from `Ghost.UnitTest` to `Ghost.Graphics.Test` across multiple files. - Refactored `GraphicsTestWindow` to use a new `RenderSystem` configuration. - Removed deprecated `Logger` and `SerializationTest` classes. - Improved memory management in D3D12 components, including resource allocation and cleanup. - Added `[SupportedOSPlatform]` attributes to specify Windows version compatibility. - Updated `.editorconfig` settings and project references for consistency. - Enabled `nativeDebugging` in `launchSettings.json`.
529 lines
18 KiB
C#
529 lines
18 KiB
C#
using Ghost.Core;
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using Ghost.Core.Graphics;
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using Ghost.Core.Utilities;
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using Ghost.Graphics.Core;
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using Ghost.Graphics.D3D12.Utilities;
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using Ghost.Graphics.RHI;
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using Misaki.HighPerformance.LowLevel.Utilities;
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using System.Runtime.CompilerServices;
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using System.Runtime.Versioning;
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using TerraFX.Interop.DirectX;
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using TerraFX.Interop.Windows;
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using static TerraFX.Aliases.D3D_Alias;
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using static TerraFX.Aliases.D3D12_Alias;
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using static TerraFX.Aliases.DXGI_Alias;
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namespace Ghost.Graphics.D3D12;
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[SupportedOSPlatform(Win32Utility.OS_SUPPORTED_VERSION)]
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internal unsafe class D3D12CommandBuffer : ICommandBuffer
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{
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private ComPtr<ID3D12CommandAllocator> _allocator;
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private ComPtr<ID3D12GraphicsCommandList10> _commandList;
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private readonly D3D12PipelineLibrary _pipelineLibrary;
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private readonly D3D12ResourceDatabase _resourceDatabase;
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private readonly D3D12ResourceAllocator _resourceAllocator;
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private readonly D3D12DescriptorAllocator _descriptorAllocator;
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private readonly CommandBufferType _type;
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private string _name;
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private ushort _commandCount;
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private bool _isRecording;
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private bool _disposed;
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public ID3D12GraphicsCommandList10* NativeCommandList => _commandList.Get();
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public CommandBufferType Type => _type;
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public bool IsEmpty => _commandCount == 0;
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public string Name
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{
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get => _name;
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set
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{
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_name = value;
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_commandList.Get()->SetName(value);
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}
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}
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public D3D12CommandBuffer(
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D3D12RenderDevice device,
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D3D12PipelineLibrary stateController,
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D3D12ResourceDatabase resourceDatabase,
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D3D12ResourceAllocator resourceAllocator,
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D3D12DescriptorAllocator descriptorAllocator,
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CommandBufferType type)
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{
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_name = string.Empty;
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_type = type;
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ID3D12CommandAllocator* pAllocator = default;
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ID3D12GraphicsCommandList10* pCommandList = default;
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var commandListType = ConvertCommandBufferType(type);
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device.NativeDevice->CreateCommandAllocator(commandListType, __uuidof(pAllocator), (void**)&pAllocator);
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device.NativeDevice->CreateCommandList1(0u, commandListType, D3D12_COMMAND_LIST_FLAG_NONE, __uuidof(pCommandList), (void**)&pCommandList);
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_allocator.Attach(pAllocator);
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_commandList.Attach(pCommandList);
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_pipelineLibrary = stateController;
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_resourceDatabase = resourceDatabase;
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_resourceAllocator = resourceAllocator;
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_descriptorAllocator = descriptorAllocator;
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_isRecording = false;
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_disposed = false;
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}
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~D3D12CommandBuffer()
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{
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Dispose();
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}
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private static D3D12_COMMAND_LIST_TYPE ConvertCommandBufferType(CommandBufferType type)
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{
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return type switch
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{
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CommandBufferType.Graphics => D3D12_COMMAND_LIST_TYPE_DIRECT,
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CommandBufferType.Compute => D3D12_COMMAND_LIST_TYPE_COMPUTE,
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CommandBufferType.Copy => D3D12_COMMAND_LIST_TYPE_COPY,
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_ => throw new ArgumentException($"Unknown command buffer type: {type}")
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};
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void ThrowIfDisposed()
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void ThrowIfRecording()
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{
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if (_isRecording)
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{
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throw new InvalidOperationException("Command buffer is already recording");
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void ThrowIfNotRecording()
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{
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if (!_isRecording)
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{
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throw new InvalidOperationException("Command buffer is not recording");
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void IncrementCommandCount()
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{
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_commandCount++;
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}
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public void Begin()
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{
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void ResetCommandList()
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{
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ThrowIfFailed(_allocator.Get()->Reset());
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ThrowIfFailed(_commandList.Get()->Reset(_allocator.Get(), null));
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}
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void SetBindlessHeap()
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{
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var heaps = stackalloc ID3D12DescriptorHeap*[2];
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heaps[0] = _descriptorAllocator.GetCbvSrvUavHeap(); // Bindless resource heap
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heaps[1] = _descriptorAllocator.GetSamplerHeap(); // Bindless sampler heap
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_commandList.Get()->SetDescriptorHeaps(2, heaps);
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}
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ThrowIfDisposed();
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ThrowIfRecording();
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ResetCommandList();
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SetBindlessHeap();
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_commandCount = 0;
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_isRecording = true;
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}
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public void End()
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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_commandList.Get()->Close();
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_isRecording = false;
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}
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public void SetScissorRect(RectDesc rect)
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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IncrementCommandCount();
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var d3d12Rect = new RECT((int)rect.left, (int)rect.top, (int)rect.right, (int)rect.bottom);
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_commandList.Get()->RSSetScissorRects(1, &d3d12Rect);
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}
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public void ResourceBarrier(Handle<GPUResource> resource, ResourceState before, ResourceState after)
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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IncrementCommandCount();
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var d3d12Resource = _resourceDatabase.GetResource(resource);
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var barrier = D3D12_RESOURCE_BARRIER.InitTransition(d3d12Resource,
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before.ToD3D12States(), after.ToD3D12States());
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_commandList.Get()->ResourceBarrier(1, &barrier);
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}
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public void SetRenderTargets(ReadOnlySpan<Handle<Texture>> renderTargets, Handle<Texture> depthTarget)
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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IncrementCommandCount();
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var pRtvHandles = stackalloc D3D12_CPU_DESCRIPTOR_HANDLE[renderTargets.Length];
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for (var i = 0; i < renderTargets.Length; i++)
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{
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var handle = renderTargets[i];
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if (!handle.IsValid)
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{
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throw new ArgumentException($"Render target at index {i} is not a valid texture handle");
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}
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var descriptor = _resourceDatabase.GetResourceInfo(handle.AsResource()).viewGroup;
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pRtvHandles[i] = _descriptorAllocator.GetCpuHandle(descriptor.rtv);
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}
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var pDsvHandle = stackalloc D3D12_CPU_DESCRIPTOR_HANDLE[depthTarget.IsValid ? 1 : 0];
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if (pDsvHandle != null)
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{
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pDsvHandle[0] = _descriptorAllocator.GetCpuHandle(_resourceDatabase.GetResourceInfo(depthTarget.AsResource()).viewGroup.dsv);
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}
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_commandList.Get()->OMSetRenderTargets((uint)renderTargets.Length, pRtvHandles, FALSE, pDsvHandle);
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}
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public void BeginRenderPass(ReadOnlySpan<PassRenderTargetDesc> rtDescs, PassDepthStencilDesc depthDesc, bool allowUAVWrites = false)
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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IncrementCommandCount();
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var pRtvDescs = stackalloc D3D12_RENDER_PASS_RENDER_TARGET_DESC[rtDescs.Length];
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for (var i = 0; i < rtDescs.Length; i++)
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{
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var rtDesc = rtDescs[i];
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if (!rtDesc.texture.IsValid)
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{
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throw new ArgumentException($"Render target at index {i} is not a valid texture handle");
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}
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var resourceInfo = _resourceDatabase.GetResourceInfo(rtDesc.texture.AsResource());
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var cpuHandle = _descriptorAllocator.GetCpuHandle(resourceInfo.viewGroup.rtv);
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var desc = new D3D12_RENDER_PASS_RENDER_TARGET_DESC
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{
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cpuDescriptor = cpuHandle,
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BeginningAccess = new D3D12_RENDER_PASS_BEGINNING_ACCESS
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{
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Type = D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_CLEAR,
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Clear = new D3D12_RENDER_PASS_BEGINNING_ACCESS_CLEAR_PARAMETERS
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{
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ClearValue = new D3D12_CLEAR_VALUE
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{
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Format = resourceInfo.desc.textureDescription.Format.ToDXGIFormat(),
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}
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}
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}
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};
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desc.BeginningAccess.Clear.ClearValue.Color[0] = rtDesc.clearColor.r;
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desc.BeginningAccess.Clear.ClearValue.Color[1] = rtDesc.clearColor.g;
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desc.BeginningAccess.Clear.ClearValue.Color[2] = rtDesc.clearColor.b;
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desc.BeginningAccess.Clear.ClearValue.Color[3] = rtDesc.clearColor.a;
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pRtvDescs[i] = desc;
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}
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var pDsvDesc = stackalloc D3D12_RENDER_PASS_DEPTH_STENCIL_DESC[depthDesc.texture.IsValid ? 1 : 0];
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if (pDsvDesc != null)
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{
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var resourceInfo = _resourceDatabase.GetResourceInfo(depthDesc.texture.AsResource());
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var cpuHandle = _descriptorAllocator.GetCpuHandle(resourceInfo.viewGroup.dsv);
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var desc = new D3D12_RENDER_PASS_DEPTH_STENCIL_DESC
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{
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cpuDescriptor = cpuHandle,
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DepthBeginningAccess = new D3D12_RENDER_PASS_BEGINNING_ACCESS
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{
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Type = D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_CLEAR,
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Clear = new D3D12_RENDER_PASS_BEGINNING_ACCESS_CLEAR_PARAMETERS
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{
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ClearValue = new D3D12_CLEAR_VALUE
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{
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Format = resourceInfo.desc.textureDescription.Format.ToDXGIFormat(),
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DepthStencil = new D3D12_DEPTH_STENCIL_VALUE
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{
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Depth = depthDesc.clearDepth,
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Stencil = depthDesc.clearStencil
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}
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}
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}
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}
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};
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pDsvDesc[0] = desc;
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}
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_commandList.Get()->BeginRenderPass((uint)rtDescs.Length, pRtvDescs, pDsvDesc,
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allowUAVWrites ? D3D12_RENDER_PASS_FLAG_ALLOW_UAV_WRITES : D3D12_RENDER_PASS_FLAG_NONE);
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}
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public void EndRenderPass()
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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IncrementCommandCount();
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_commandList.Get()->EndRenderPass();
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}
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public void SetViewport(ViewportDesc viewport)
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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IncrementCommandCount();
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var d3d12Viewport = new D3D12_VIEWPORT(viewport.width, viewport.height, viewport.x, viewport.y, viewport.minDepth, viewport.maxDepth);
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_commandList.Get()->RSSetViewports(1, &d3d12Viewport);
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}
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public void SetPipelineState(GraphicsPipelineKey pipelineKey)
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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IncrementCommandCount();
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var shaderPipeline = _pipelineLibrary.LoadGraphicsPSO(pipelineKey).GetValueOrThrow();
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_commandList.Get()->SetPipelineState(shaderPipeline.value);
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}
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public void SetConstantBufferView(uint slot, Handle<GraphicsBuffer> buffer)
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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IncrementCommandCount();
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var resource = _resourceDatabase.GetResource(buffer.AsResource());
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_commandList.Get()->SetGraphicsRootConstantBufferView(RootSignatureLayout.PER_MATERIAL_BUFFER_SLOT, resource->GetGPUVirtualAddress());
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}
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public void SetVertexBuffer(uint slot, Handle<GraphicsBuffer> buffer, ulong offset = 0)
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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IncrementCommandCount();
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var pResource = _resourceDatabase.GetResource(buffer.AsResource());
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var vbView = new D3D12_VERTEX_BUFFER_VIEW
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{
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BufferLocation = pResource->GetGPUVirtualAddress() + offset,
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SizeInBytes = (uint)(pResource->GetDesc().Width - offset),
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StrideInBytes = _resourceDatabase.GetResourceDescription(buffer.AsResource()).bufferDescription.Stride
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};
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_commandList.Get()->IASetVertexBuffers(slot, 1, &vbView);
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}
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public void SetIndexBuffer(Handle<GraphicsBuffer> buffer, IndexType type, ulong offset = 0)
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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IncrementCommandCount();
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var pResource = _resourceDatabase.GetResource(buffer.AsResource());
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var ibView = new D3D12_INDEX_BUFFER_VIEW
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{
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BufferLocation = pResource->GetGPUVirtualAddress() + offset,
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SizeInBytes = (uint)(pResource->GetDesc().Width - offset),
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Format = type == IndexType.UInt16 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT
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};
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_commandList.Get()->IASetIndexBuffer(&ibView);
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}
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public void SetPrimitiveTopology(PrimitiveTopology topology)
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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IncrementCommandCount();
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var d3d12Topology = topology switch
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{
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PrimitiveTopology.Point => D3D_PRIMITIVE_TOPOLOGY_POINTLIST,
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PrimitiveTopology.Line => D3D_PRIMITIVE_TOPOLOGY_LINELIST,
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PrimitiveTopology.Triangle => D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
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_ => D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST
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};
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_commandList.Get()->IASetPrimitiveTopology(d3d12Topology);
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}
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public void Draw(uint vertexCount, uint instanceCount = 1, uint startVertex = 0, uint startInstance = 0)
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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IncrementCommandCount();
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_commandList.Get()->DrawInstanced(vertexCount, instanceCount, startVertex, startInstance);
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}
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public void DrawIndexed(uint indexCount, uint instanceCount = 1, uint startIndex = 0, int baseVertex = 0, uint startInstance = 0)
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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IncrementCommandCount();
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_commandList.Get()->DrawIndexedInstanced(indexCount, instanceCount, startIndex, baseVertex, startInstance);
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}
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public void DispatchCompute(uint threadGroupCountX, uint threadGroupCountY, uint threadGroupCountZ)
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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IncrementCommandCount();
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_commandList.Get()->Dispatch(threadGroupCountX, threadGroupCountY, threadGroupCountZ);
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}
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public void DispatchMesh(uint threadGroupCountX, uint threadGroupCountY, uint threadGroupCountZ)
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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IncrementCommandCount();
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_commandList.Get()->DispatchMesh(threadGroupCountX, threadGroupCountY, threadGroupCountZ);
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}
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public void DispatchRay()
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{
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throw new NotImplementedException();
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// ThrowIfDisposed();
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// ThrowIfNotRecording();
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// IncrementCommandCount();
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// _commandList.Get()->DispatchRays();
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}
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public void UploadBuffer<T>(Handle<GraphicsBuffer> buffer, ReadOnlySpan<T> data)
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where T : unmanaged
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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IncrementCommandCount();
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var sizeInBytes = (uint)(data.Length * sizeof(T));
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var uploadHandle = _resourceAllocator.CreateUploadBuffer(sizeInBytes);
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var pUploadResource = _resourceDatabase.GetResource(uploadHandle.AsResource());
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void* pMappedData;
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pUploadResource->Map(0, null, &pMappedData);
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fixed (T* pData = data)
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{
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MemoryUtility.MemCpy(pMappedData, pData, sizeInBytes);
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}
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pUploadResource->Unmap(0, null);
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var pResource = _resourceDatabase.GetResource(buffer.AsResource());
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_commandList.Get()->CopyBufferRegion(pResource, 0, pUploadResource, 0, sizeInBytes);
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}
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public void UploadTexture(Handle<Texture> texture, params ReadOnlySpan<SubResourceData> subresources)
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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IncrementCommandCount();
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var pResource = _resourceDatabase.GetResource(texture.AsResource());
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var resourceDesc = pResource->GetDesc();
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var requiredSize = GetRequiredIntermediateSize(pResource, 0, (uint)subresources.Length);
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var uploadHandle = _resourceAllocator.CreateUploadBuffer(requiredSize);
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var pUploadResource = _resourceDatabase.GetResource(uploadHandle.AsResource());
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var d3d12Subresources = stackalloc D3D12_SUBRESOURCE_DATA[subresources.Length];
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for (var i = 0; i < subresources.Length; i++)
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{
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d3d12Subresources[i] = new D3D12_SUBRESOURCE_DATA
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{
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pData = subresources[i].pData,
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RowPitch = subresources[i].rowPitch,
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SlicePitch = subresources[i].slicePitch
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};
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}
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UpdateSubresources(
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(ID3D12GraphicsCommandList*)_commandList.Get(),
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pResource,
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pUploadResource,
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0,
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0,
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(uint)subresources.Length,
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d3d12Subresources);
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}
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public void CopyBuffer(Handle<GraphicsBuffer> dest, Handle<GraphicsBuffer> src, ulong destOffset = 0, ulong srcOffset = 0, ulong numBytes = 0)
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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IncrementCommandCount();
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var pDestResource = _resourceDatabase.GetResource(dest.AsResource());
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var pSrcResource = _resourceDatabase.GetResource(src.AsResource());
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if (pSrcResource == null || pDestResource == null)
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{
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throw new ArgumentException("Source or destination buffer is not valid");
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}
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if (numBytes == 0)
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{
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_commandList.Get()->CopyResource(pDestResource, pSrcResource);
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}
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else
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{
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_commandList.Get()->CopyBufferRegion(pDestResource, destOffset, pSrcResource, srcOffset, numBytes);
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}
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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;
|
|
}
|
|
|
|
if (_isRecording)
|
|
{
|
|
throw new InvalidOperationException("Command buffer is still recording");
|
|
}
|
|
|
|
_commandList.Dispose();
|
|
_allocator.Dispose();
|
|
_isRecording = false;
|
|
_commandCount = 0;
|
|
_disposed = true;
|
|
|
|
GC.SuppressFinalize(this);
|
|
}
|
|
}
|