Files
GhostEngine/Ghost.Graphics/D3D12/D3D12PipelineLibrary.cs
Misaki a89719bfc9 Refactor pipeline state and render output abstractions
- Replace old pipeline enums/structs with new strongly-typed PipelineState and enums (ZTest, ZWrite, Cull, Blend, ColorWriteMask)
- Redesign pipeline keying: introduce 128-bit GraphicsPipelineKey, MaterialPipelineKey, and PassPipelineKey for robust PSO caching
- Replace IRenderTargetStrategy with IRenderOutput; add SwapChainRenderOutput and TextureRenderOutput
- Update renderer and window code to use new render output abstraction and handle viewport/scissor updates
- Make ShaderPass a readonly struct and Shader a struct; use ID-based pass lookup for efficiency
- Materials now support per-pass pipeline overrides with new keying
- Add defensive checks in D3D12CommandBuffer; update D3D12PipelineLibrary for new keying/state
- Move test shader to test.gsdef and update for new pipeline state syntax
- Remove obsolete files/interfaces and perform general code cleanups
- Update all usages and parsing logic for new pipeline state system
2025-12-24 19:06:34 +09:00

426 lines
17 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 ShaderPassKey shaderPass;
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<GraphicsPipelineKey, D3D12PipelineState> _pipelineCache;
public ID3D12RootSignature* DefaultRootSignature => _defaultRootSignature.Get();
public D3D12PipelineLibrary(D3D12RenderDevice device, D3D12ResourceDatabase resourceDatabase)
{
_device = device;
_resourceDatabase = resourceDatabase;
_pipelineCache = new Dictionary<GraphicsPipelineKey, 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];
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
};
#if USE_TRADITIONAL_BINDLESS
// Descriptor table for bindless textures
var srvRange = new D3D12_DESCRIPTOR_RANGE1(
D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
~0u,
0,
0,
D3D12_DESCRIPTOR_RANGE_FLAGS_DATA_VOLATILE);
rootParameters[4] = new D3D12_ROOT_PARAMETER1
{
ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE,
ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
DescriptorTable = new D3D12_ROOT_DESCRIPTOR_TABLE1(1, &srvRange)
};
// Descriptor table for bindless samplers
var sampRange = new D3D12_DESCRIPTOR_RANGE1(
D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER,
~0u,
0,
0,
D3D12_DESCRIPTOR_RANGE_FLAGS_DATA_VOLATILE);
rootParameters[5] = new D3D12_ROOT_PARAMETER1
{
ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE,
ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
DescriptorTable = new D3D12_ROOT_DESCRIPTOR_TABLE1(1, &sampRange)
};
#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
#if !USE_TRADITIONAL_BINDLESS
| D3D12_ROOT_SIGNATURE_FLAG_CBV_SRV_UAV_HEAP_DIRECTLY_INDEXED
| D3D12_ROOT_SIGNATURE_FLAG_SAMPLER_HEAP_DIRECTLY_INDEXED
#endif
};
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)
{
var cbufferInfo = default(CBufferInfo);
foreach (var info in reflectionData.ResourcesBindings)
{
if (info.BindPoint >= RootSignatureLayout.ROOT_PARAMETER_COUNT)
{
return Result.Failure($"Resource binding point {info.BindPoint} is out of range. Only binding points 0-3 are supported in the current root signature.");
}
if (info.Type != ShaderInputType.ConstantBuffer)
{
return Result.Failure($"Resource binding type {info.Type} is not supported. Please consider using bindless resources for buffers, textures and samplers.");
}
if (info.BindPoint == RootSignatureLayout.PER_OBJECT_BUFFER_SLOT)
{
if (info.Size != sizeof(PerObjectData))
{
return Result.Failure($"Per-object constant buffer size mismatch. Expected size: {sizeof(PerObjectData)}, Actual size: {info.Size}");
}
}
if (info.BindPoint == RootSignatureLayout.PER_MATERIAL_BUFFER_SLOT)
{
cbufferInfo = new CBufferInfo
{
Name = info.Name,
RegisterSlot = info.BindPoint,
RegisterSpace = info.Space,
SizeInBytes = info.Size,
Properties = info.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<GraphicsPipelineKey> 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 PassPipelineKey(descriptor.RtvFormats, descriptor.DsvFormat);
var materialPipelineKey = new MaterialPipelineKey(descriptor.PassId, descriptor.PipelineOption);
var pipelineKey = GraphicsPipelineKey.Combine(materialPipelineKey, 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[GraphicsPipelineKey.KEY_STRING_LENGTH];
var keySpan = new Span<char>(pKeyStr, GraphicsPipelineKey.KEY_STRING_LENGTH);
var kr = pipelineKey.GetString(keySpan);
if (kr.IsFailure)
{
return kr;
}
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.shaderPass = descriptor.PassId;
pso.psoDesc = desc;
pso.pso.Attach(pPipelineState);
_pipelineCache[pipelineKey] = pso;
}
return pipelineKey;
}
public bool HasPipeline(GraphicsPipelineKey key)
{
return _pipelineCache.ContainsKey(key);
}
public Result<SharedPtr<ID3D12PipelineState>, ErrorStatus> GetGraphicsPSO(GraphicsPipelineKey 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();
}
}