Files
GhostEngine/Ghost.Graphics/D3D12/Utilities/BindlessDescriptorHeap.cs
Misaki 74bb2ccda5 Refactor descriptor handling and shader compilation
Refactored descriptor allocation and release logic by introducing `IDescriptorAllocator` and replacing `DescriptorHeapAllocator` with `D3D12DescriptorHeap`. Updated descriptor structs to include validation properties and improved memory management with `ReadOnlySpan`.

Enhanced shader compilation by introducing `ShaderStage` and `CompilerVersion` enums, enabling more flexible and maintainable shader handling.

Refactored `Mesh` to use `IBuffer` for vertex and index buffers, added bindless descriptor support, and improved resource cleanup.

Updated `RenderSystem` and other components for better initialization, error handling, and disposal logic. General improvements to code readability and maintainability.
2025-09-13 20:07:29 +09:00

215 lines
5.7 KiB
C#

using Ghost.Core;
using System.Diagnostics;
using Win32;
using Win32.Graphics.Direct3D12;
using DescriptorIndex = System.UInt32;
namespace Ghost.Graphics.D3D12.Utilities;
/// <summary>
/// Specialized descriptor heap allocator for SM 6.6 bindless rendering with ResourceDescriptorHeap[index].
/// This allocator maintains a 1:1 relationship between allocation indices and shader indices.
/// </summary>
internal unsafe struct BindlessDescriptorHeap : IDisposable
{
private const DescriptorIndex _INVALID_DESCRIPTOR_INDEX = ~0u;
private readonly ComPtr<ID3D12Device14> _device;
private readonly Lock _lock = new();
private ComPtr<ID3D12DescriptorHeap> _bindlessHeap;
private CpuDescriptorHandle _startCpuHandle;
private GpuDescriptorHandle _startGpuHandle;
private Queue<uint> _freeDescriptors;
private uint _stride;
public DescriptorHeapType HeapType
{
get;
}
public uint NumDescriptors
{
get; private set;
}
public uint NumAllocatedDescriptors
{
get; private set;
}
public uint Stride => _stride;
public readonly ConstPtr<ID3D12DescriptorHeap> BindlessHeap => new(_bindlessHeap.Get());
public BindlessDescriptorHeap(ComPtr<ID3D12Device14> device, uint numDescriptors = 10000)
{
_device = device;
device.Get()->AddRef();
HeapType = DescriptorHeapType.CbvSrvUav;
NumDescriptors = numDescriptors;
_stride = device.Get()->GetDescriptorHandleIncrementSize(DescriptorHeapType.CbvSrvUav);
_freeDescriptors = new Queue<uint>();
var success = AllocateResources(numDescriptors);
Debug.Assert(success);
_bindlessHeap.Get()->SetName("bindless");
}
public DescriptorIndex AllocateDescriptor()
{
lock (_lock)
{
if (_freeDescriptors.Count == 0)
{
// Try to grow the heap
if (!Grow(NumDescriptors * 2))
{
return _INVALID_DESCRIPTOR_INDEX;
}
}
var index = _freeDescriptors.Dequeue();
NumAllocatedDescriptors++;
return index;
}
}
public DescriptorIndex AllocateDescriptors(uint count)
{
lock (_lock)
{
if (_freeDescriptors.Count < count)
{
// Try to grow the heap
var newSize = Math.Max(NumDescriptors * 2, NumDescriptors + count);
if (!Grow(newSize))
{
return _INVALID_DESCRIPTOR_INDEX;
}
}
var baseIndex = _freeDescriptors.Dequeue();
for (uint i = 1; i < count; i++)
{
_freeDescriptors.Dequeue();
}
NumAllocatedDescriptors += count;
return baseIndex;
}
}
public void ReleaseDescriptor(DescriptorIndex index)
{
lock (_lock)
{
if (index >= NumDescriptors)
{
return;
}
_freeDescriptors.Enqueue(index);
NumAllocatedDescriptors--;
}
}
public void ReleaseDescriptors(DescriptorIndex baseIndex, uint count = 1)
{
lock (_lock)
{
for (uint i = 0; i < count; i++)
{
var index = baseIndex + i;
if (index >= NumDescriptors)
{
continue;
}
_freeDescriptors.Enqueue(index);
}
NumAllocatedDescriptors -= count;
}
}
public readonly CpuDescriptorHandle GetCpuHandle(DescriptorIndex index)
{
var handle = _startCpuHandle;
return handle.Offset((int)index, _stride);
}
public readonly GpuDescriptorHandle GetGpuHandle(DescriptorIndex index)
{
var handle = _startGpuHandle;
return handle.Offset((int)index, _stride);
}
public readonly GpuDescriptorHandle GetGpuHandleStart()
{
return _startGpuHandle;
}
private bool AllocateResources(uint numDescriptors)
{
NumDescriptors = numDescriptors;
_bindlessHeap.Dispose();
var heapDesc = new DescriptorHeapDescription
{
Type = HeapType,
NumDescriptors = numDescriptors,
Flags = DescriptorHeapFlags.ShaderVisible, // Must be shader visible for SM 6.6
NodeMask = 0
};
fixed (void* heapPtr = &_bindlessHeap)
{
var hr = _device.Get()->CreateDescriptorHeap(&heapDesc, __uuidof<ID3D12DescriptorHeap>(), (void**)heapPtr);
if (hr.Failure)
{
return false;
}
}
_startCpuHandle = _bindlessHeap.Get()->GetCPUDescriptorHandleForHeapStart();
_startGpuHandle = _bindlessHeap.Get()->GetGPUDescriptorHandleForHeapStart();
// Initialize free descriptor queue
_freeDescriptors.Clear();
for (uint i = 0; i < numDescriptors; i++)
{
_freeDescriptors.Enqueue(i);
}
return true;
}
private bool Grow(uint minRequiredSize)
{
var oldSize = NumDescriptors;
var newSize = Math.Max(minRequiredSize, oldSize * 2);
var oldHeap = _bindlessHeap;
if (!AllocateResources(newSize))
{
return false;
}
// Copy old descriptors to new heap
if (oldHeap.Get() is not null)
{
_device.Get()->CopyDescriptorsSimple(oldSize, _startCpuHandle, oldHeap.Get()->GetCPUDescriptorHandleForHeapStart(), HeapType);
}
return true;
}
public void Dispose()
{
_bindlessHeap.Dispose();
}
}