forked from Misaki/GhostEngine
Introduces a new Ghost.Shader.Concept project implementing a modern, data-oriented material and shader system with: - Global/local keyword bitsets (fast O(1) ops, 64 bytes) - Multi-pass shader program and per-pass render state overrides - Thread-safe, 16-byte aligned material property blocks - Material pooling to reduce GC pressure - Batch renderer for efficient PSO grouping and async variant warmup - Full demo (Program.cs) and extensive documentation (ARCHITECTURE.md, README.md, PROJECT_SUMMARY.md) - Minor integration: new enums, doc updates, and keyword handling in existing code No breaking changes to the existing engine; all new code is isolated. This serves as a reference implementation for high-performance, extensible material/shader architectures.
998 lines
38 KiB
C#
998 lines
38 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;
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using Misaki.HighPerformance.LowLevel.Collections;
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using System.Diagnostics;
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using System.Runtime.CompilerServices;
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using TerraFX.Interop.DirectX;
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using TerraFX.Interop.Windows;
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using static TerraFX.Aliases.D3D12_Alias;
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using static TerraFX.Aliases.D3D12MA_Alias;
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using static TerraFX.Aliases.DXGI_Alias;
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using static TerraFX.Interop.DirectX.D3D12MemAlloc;
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namespace Ghost.Graphics.D3D12;
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internal sealed unsafe partial class D3D12ResourceAllocator
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{
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// NOTE: _MAX_BYTES may not be accurate, we need to verify it with feature level checks.
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private const uint _MAX_BYTES = D3D12_REQ_RESOURCE_SIZE_IN_MEGABYTES_EXPRESSION_A_TERM * 1024u * 1024u;
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private const uint _MAX_TEXTURE2D_DIMENSION = 16384u;
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private const uint _MAX_TEXTURE3D_DIMENSION = 2048u;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static void CheckBufferSize(ulong sizeInBytes)
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{
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if (sizeInBytes > _MAX_BYTES)
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{
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throw new InvalidOperationException($"ERROR: Resource size too large for DirectX 12 (size {sizeInBytes})");
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static void CheckTexture2DSize(uint width, uint height)
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{
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if (width > _MAX_TEXTURE2D_DIMENSION || height > _MAX_TEXTURE2D_DIMENSION)
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{
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throw new InvalidOperationException($"ERROR: Texture size too large for DirectX 12 (width {width}, height {height})");
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}
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}
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private static D3D12_SHADER_RESOURCE_VIEW_DESC CreateTextureSrvDesc(ID3D12Resource* pResource, uint mipLevels, uint arraySize, bool isCubeMap)
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{
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var resourceDesc = pResource->GetDesc();
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var srvDesc = new D3D12_SHADER_RESOURCE_VIEW_DESC
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{
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Format = resourceDesc.Format,
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Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING
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};
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switch (resourceDesc.Dimension)
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{
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case D3D12_RESOURCE_DIMENSION_TEXTURE1D:
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if (resourceDesc.DepthOrArraySize > 1)
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{
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srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE1DARRAY;
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srvDesc.Texture1DArray = new D3D12_TEX1D_ARRAY_SRV
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{
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MipLevels = mipLevels,
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ArraySize = arraySize,
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};
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}
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else
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{
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srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE1D;
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srvDesc.Texture1D = new D3D12_TEX1D_SRV
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{
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MipLevels = mipLevels,
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};
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}
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break;
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case D3D12_RESOURCE_DIMENSION_TEXTURE2D:
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if (resourceDesc.DepthOrArraySize > 1)
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{
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if (isCubeMap)
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{
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srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
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srvDesc.TextureCubeArray = new D3D12_TEXCUBE_ARRAY_SRV
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{
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MipLevels = mipLevels,
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NumCubes = arraySize / 6,
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};
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}
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else
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{
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srvDesc.ViewDimension = resourceDesc.SampleDesc.Count > 1 ? D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY : D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
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srvDesc.Texture2DArray = new D3D12_TEX2D_ARRAY_SRV
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{
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MipLevels = mipLevels,
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ArraySize = arraySize,
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};
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}
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}
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else
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{
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if (isCubeMap)
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{
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srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
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srvDesc.TextureCube = new D3D12_TEXCUBE_SRV
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{
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MipLevels = mipLevels,
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};
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}
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else
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{
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srvDesc.ViewDimension = resourceDesc.SampleDesc.Count > 1 ? D3D12_SRV_DIMENSION_TEXTURE2DMS : D3D12_SRV_DIMENSION_TEXTURE2D;
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srvDesc.Texture2D = new D3D12_TEX2D_SRV
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{
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MipLevels = mipLevels,
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};
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}
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}
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break;
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case D3D12_RESOURCE_DIMENSION_TEXTURE3D:
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srvDesc.Texture3D = new D3D12_TEX3D_SRV
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{
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MipLevels = mipLevels,
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};
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break;
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default:
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throw new ArgumentException($"Unsupported texture dimension for SRV: {resourceDesc.Dimension}");
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}
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return srvDesc;
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}
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private static D3D12_SHADER_RESOURCE_VIEW_DESC CreateBufferSrvDesc(ID3D12Resource* pResource, uint stride, bool isRaw)
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{
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var resourceDesc = pResource->GetDesc();
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var srvDesc = new D3D12_SHADER_RESOURCE_VIEW_DESC
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{
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ViewDimension = D3D12_SRV_DIMENSION_BUFFER,
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Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING
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};
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if (isRaw)
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{
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srvDesc.Format = DXGI_FORMAT_R32_TYPELESS;
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srvDesc.Buffer.FirstElement = 0;
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srvDesc.Buffer.NumElements = (uint)(resourceDesc.Width / 4u);
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srvDesc.Buffer.StructureByteStride = 0;
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srvDesc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
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}
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else // Assumes Structured
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{
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srvDesc.Format = resourceDesc.Format;
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srvDesc.Buffer.FirstElement = 0;
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srvDesc.Buffer.NumElements = (uint)(resourceDesc.Width / stride);
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srvDesc.Buffer.StructureByteStride = stride;
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srvDesc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
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}
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return srvDesc;
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}
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private static D3D12_RENDER_TARGET_VIEW_DESC CreateRtvDesc(ID3D12Resource* pResource, uint mipSlice = 0, uint firstArraySlice = 0, uint planeSlice = 0)
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{
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var resourceDesc = pResource->GetDesc();
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var rtvDesc = new D3D12_RENDER_TARGET_VIEW_DESC();
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switch (resourceDesc.Dimension)
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{
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case D3D12_RESOURCE_DIMENSION_BUFFER:
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rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_BUFFER;
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break;
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case D3D12_RESOURCE_DIMENSION_TEXTURE1D:
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rtvDesc.ViewDimension = resourceDesc.DepthOrArraySize > 1 ? D3D12_RTV_DIMENSION_TEXTURE1DARRAY : D3D12_RTV_DIMENSION_TEXTURE1D;
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break;
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case D3D12_RESOURCE_DIMENSION_TEXTURE2D:
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if (resourceDesc.SampleDesc.Count > 1)
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{
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rtvDesc.ViewDimension = resourceDesc.DepthOrArraySize > 1 ? D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY : D3D12_RTV_DIMENSION_TEXTURE2DMS;
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}
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else
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{
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rtvDesc.ViewDimension = resourceDesc.DepthOrArraySize > 1 ? D3D12_RTV_DIMENSION_TEXTURE2DARRAY : D3D12_RTV_DIMENSION_TEXTURE2D;
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}
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break;
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case D3D12_RESOURCE_DIMENSION_TEXTURE3D:
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rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE3D;
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break;
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default:
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throw new ArgumentException($"Unsupported texture dimension for SRV: {resourceDesc.Dimension}");
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}
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rtvDesc.Format = resourceDesc.Format;
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var isArray =
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rtvDesc.ViewDimension == D3D12_RTV_DIMENSION_TEXTURE2DARRAY ||
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rtvDesc.ViewDimension == D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
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var arraySize = 1u;
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if (isArray)
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{
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arraySize = resourceDesc.ArraySize() - firstArraySlice;
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}
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switch (rtvDesc.ViewDimension)
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{
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case D3D12_RTV_DIMENSION_BUFFER:
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rtvDesc.Buffer.FirstElement = firstArraySlice;
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rtvDesc.Buffer.NumElements = arraySize;
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break;
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case D3D12_RTV_DIMENSION_TEXTURE1D:
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rtvDesc.Texture1D.MipSlice = mipSlice;
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break;
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case D3D12_RTV_DIMENSION_TEXTURE1DARRAY:
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rtvDesc.Texture1DArray.MipSlice = mipSlice;
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rtvDesc.Texture1DArray.FirstArraySlice = firstArraySlice;
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rtvDesc.Texture1DArray.ArraySize = arraySize;
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break;
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case D3D12_RTV_DIMENSION_TEXTURE2D:
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rtvDesc.Texture2D.MipSlice = mipSlice;
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rtvDesc.Texture2D.PlaneSlice = planeSlice;
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break;
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case D3D12_RTV_DIMENSION_TEXTURE2DARRAY:
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rtvDesc.Texture2DArray.MipSlice = mipSlice;
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rtvDesc.Texture2DArray.FirstArraySlice = firstArraySlice;
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rtvDesc.Texture2DArray.ArraySize = arraySize;
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rtvDesc.Texture2DArray.PlaneSlice = planeSlice;
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break;
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case D3D12_RTV_DIMENSION_TEXTURE2DMS:
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break;
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case D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY:
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rtvDesc.Texture2DMSArray.FirstArraySlice = firstArraySlice;
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rtvDesc.Texture2DMSArray.ArraySize = arraySize;
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break;
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case D3D12_RTV_DIMENSION_TEXTURE3D:
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rtvDesc.Texture3D.MipSlice = mipSlice;
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rtvDesc.Texture3D.FirstWSlice = firstArraySlice;
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rtvDesc.Texture3D.WSize = arraySize;
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break;
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default:
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throw new ArgumentException($"Unsupported RTV dimension: {rtvDesc.ViewDimension}");
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}
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return rtvDesc;
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}
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private static D3D12_DEPTH_STENCIL_VIEW_DESC CreateDsvDesc(ID3D12Resource* pResource, uint mipSlice = 0, uint firstArraySlice = 0, D3D12_DSV_FLAGS flags = D3D12_DSV_FLAG_NONE)
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{
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var resourceDesc = pResource->GetDesc();
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var dsvDesc = new D3D12_DEPTH_STENCIL_VIEW_DESC
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{
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Flags = flags,
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};
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switch (resourceDesc.Dimension)
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{
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case D3D12_RESOURCE_DIMENSION_TEXTURE1D:
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dsvDesc.ViewDimension = resourceDesc.DepthOrArraySize > 1 ? D3D12_DSV_DIMENSION_TEXTURE1DARRAY : D3D12_DSV_DIMENSION_TEXTURE1D;
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break;
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case D3D12_RESOURCE_DIMENSION_TEXTURE2D:
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if (resourceDesc.SampleDesc.Count > 1)
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{
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dsvDesc.ViewDimension = resourceDesc.DepthOrArraySize > 1 ? D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY : D3D12_DSV_DIMENSION_TEXTURE2DMS;
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}
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else
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{
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dsvDesc.ViewDimension = resourceDesc.DepthOrArraySize > 1 ? D3D12_DSV_DIMENSION_TEXTURE2DARRAY : D3D12_DSV_DIMENSION_TEXTURE2D;
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}
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break;
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}
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dsvDesc.Format = resourceDesc.Format;
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var isArray =
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dsvDesc.ViewDimension == D3D12_DSV_DIMENSION_TEXTURE2DARRAY ||
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dsvDesc.ViewDimension == D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY;
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var arraySize = 1u;
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if (isArray)
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{
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arraySize = resourceDesc.ArraySize() - firstArraySlice;
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}
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switch (dsvDesc.ViewDimension)
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{
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case D3D12_DSV_DIMENSION_TEXTURE1D:
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dsvDesc.Texture1D.MipSlice = mipSlice;
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break;
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case D3D12_DSV_DIMENSION_TEXTURE1DARRAY:
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dsvDesc.Texture1DArray.MipSlice = mipSlice;
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dsvDesc.Texture1DArray.FirstArraySlice = firstArraySlice;
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dsvDesc.Texture1DArray.ArraySize = arraySize;
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break;
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case D3D12_DSV_DIMENSION_TEXTURE2D:
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dsvDesc.Texture2D.MipSlice = mipSlice;
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break;
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case D3D12_DSV_DIMENSION_TEXTURE2DARRAY:
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dsvDesc.Texture2DArray.MipSlice = mipSlice;
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dsvDesc.Texture2DArray.FirstArraySlice = firstArraySlice;
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dsvDesc.Texture2DArray.ArraySize = arraySize;
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break;
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case D3D12_DSV_DIMENSION_TEXTURE2DMS:
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break;
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case D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY:
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dsvDesc.Texture2DMSArray.FirstArraySlice = firstArraySlice;
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dsvDesc.Texture2DMSArray.ArraySize = arraySize;
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break;
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default:
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break;
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}
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return dsvDesc;
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}
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private static D3D12_UNORDERED_ACCESS_VIEW_DESC CreateTextureUavDesc(ID3D12Resource* pResource, uint mipSlice = 0, uint firstArraySlice = 0, uint planeSlice = 0)
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{
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var resourceDesc = pResource->GetDesc();
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var uavDesc = new D3D12_UNORDERED_ACCESS_VIEW_DESC
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{
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Format = resourceDesc.Format
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};
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switch (resourceDesc.Dimension)
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{
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case D3D12_RESOURCE_DIMENSION_TEXTURE1D:
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if (resourceDesc.DepthOrArraySize > 1)
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{
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uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE1DARRAY;
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uavDesc.Texture1DArray = new D3D12_TEX1D_ARRAY_UAV
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{
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MipSlice = mipSlice,
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FirstArraySlice = firstArraySlice,
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ArraySize = resourceDesc.ArraySize() - firstArraySlice
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};
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}
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else
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{
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uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE1D;
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uavDesc.Texture1D = new D3D12_TEX1D_UAV
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{
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MipSlice = mipSlice
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};
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}
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break;
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case D3D12_RESOURCE_DIMENSION_TEXTURE2D:
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if (resourceDesc.DepthOrArraySize > 1)
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{
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uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
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uavDesc.Texture2DArray = new D3D12_TEX2D_ARRAY_UAV
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{
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MipSlice = mipSlice,
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FirstArraySlice = firstArraySlice,
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ArraySize = resourceDesc.ArraySize() - firstArraySlice,
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PlaneSlice = planeSlice
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};
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}
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else
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{
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uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
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uavDesc.Texture2D = new D3D12_TEX2D_UAV
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{
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MipSlice = mipSlice,
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PlaneSlice = planeSlice
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};
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}
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break;
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case D3D12_RESOURCE_DIMENSION_TEXTURE3D:
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uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
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uavDesc.Texture3D = new D3D12_TEX3D_UAV
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{
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MipSlice = mipSlice,
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FirstWSlice = firstArraySlice,
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WSize = resourceDesc.Depth() - firstArraySlice
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};
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break;
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case D3D12_RESOURCE_DIMENSION_BUFFER:
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uavDesc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
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uavDesc.Buffer = new D3D12_BUFFER_UAV
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{
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FirstElement = 0,
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NumElements = (uint)(resourceDesc.Width / 4), // Assuming R32_TYPELESS RAW
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StructureByteStride = 0,
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Flags = D3D12_BUFFER_UAV_FLAG_RAW
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};
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break;
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default:
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throw new ArgumentException($"Unsupported texture dimension for UAV: {resourceDesc.Dimension}");
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}
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return uavDesc;
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}
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private static D3D12_UNORDERED_ACCESS_VIEW_DESC CreateBufferUavDesc(ID3D12Resource* pResource, uint stride, bool isRaw)
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{
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var resourceDesc = pResource->GetDesc();
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var uavDesc = new D3D12_UNORDERED_ACCESS_VIEW_DESC
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{
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ViewDimension = D3D12_UAV_DIMENSION_BUFFER,
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};
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if (isRaw)
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{
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uavDesc.Format = DXGI_FORMAT_R32_TYPELESS;
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uavDesc.Buffer.FirstElement = 0;
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uavDesc.Buffer.NumElements = (uint)(resourceDesc.Width / 4u);
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uavDesc.Buffer.StructureByteStride = 0;
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uavDesc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW;
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}
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else // Assumes Structured
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{
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uavDesc.Format = resourceDesc.Format;
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uavDesc.Buffer.FirstElement = 0;
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uavDesc.Buffer.NumElements = (uint)(resourceDesc.Width / stride);
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uavDesc.Buffer.StructureByteStride = stride;
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uavDesc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
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}
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return uavDesc;
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}
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private static DXGI_FORMAT ConvertTextureFormat(TextureFormat format)
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{
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return format switch
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{
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TextureFormat.R8G8B8A8_UNorm => DXGI_FORMAT_R8G8B8A8_UNORM,
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TextureFormat.B8G8R8A8_UNorm => DXGI_FORMAT_B8G8R8A8_UNORM,
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TextureFormat.R16G16B16A16_Float => DXGI_FORMAT_R16G16B16A16_FLOAT,
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TextureFormat.R32G32B32A32_Float => DXGI_FORMAT_R32G32B32A32_FLOAT,
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TextureFormat.D24_UNorm_S8_UInt => DXGI_FORMAT_D24_UNORM_S8_UINT,
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TextureFormat.D32_Float => DXGI_FORMAT_D32_FLOAT,
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_ => throw new ArgumentException($"Unsupported texture format: {format}")
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};
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}
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private static D3D12_RESOURCE_FLAGS ConvertTextureUsage(TextureUsage usage)
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{
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var flags = D3D12_RESOURCE_FLAG_NONE;
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if (usage.HasFlag(TextureUsage.RenderTarget))
|
|
{
|
|
flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
|
|
}
|
|
|
|
if (usage.HasFlag(TextureUsage.DepthStencil))
|
|
{
|
|
flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
|
|
}
|
|
|
|
if (usage.HasFlag(TextureUsage.UnorderedAccess))
|
|
{
|
|
flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
|
|
}
|
|
|
|
return flags;
|
|
}
|
|
|
|
private static D3D12_RESOURCE_FLAGS ConvertBufferUsage(BufferUsage usage)
|
|
{
|
|
var flags = D3D12_RESOURCE_FLAG_NONE;
|
|
|
|
if (usage.HasFlag(BufferUsage.Raw) || usage.HasFlag(BufferUsage.UnorderedAccess))
|
|
{
|
|
flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
|
|
}
|
|
|
|
return flags;
|
|
}
|
|
|
|
private static D3D12_HEAP_TYPE ConvertMemoryType(ResourceMemoryType memoryType)
|
|
{
|
|
return memoryType switch
|
|
{
|
|
ResourceMemoryType.Default => D3D12_HEAP_TYPE_DEFAULT,
|
|
ResourceMemoryType.Upload => D3D12_HEAP_TYPE_UPLOAD,
|
|
ResourceMemoryType.Readback => D3D12_HEAP_TYPE_READBACK,
|
|
_ => throw new ArgumentException($"Unsupported memory type: {memoryType}")
|
|
};
|
|
}
|
|
|
|
private static D3D12_RESOURCE_STATES DetermineInitialTextureState(TextureUsage usage)
|
|
{
|
|
if (usage.HasFlag(TextureUsage.RenderTarget))
|
|
{
|
|
return D3D12_RESOURCE_STATE_RENDER_TARGET;
|
|
}
|
|
|
|
if (usage.HasFlag(TextureUsage.DepthStencil))
|
|
{
|
|
return D3D12_RESOURCE_STATE_DEPTH_WRITE;
|
|
}
|
|
|
|
if (usage.HasFlag(TextureUsage.UnorderedAccess))
|
|
{
|
|
return D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
|
|
}
|
|
|
|
return D3D12_RESOURCE_STATE_COMMON;
|
|
}
|
|
|
|
private static D3D12_RESOURCE_STATES DetermineInitialBufferState(BufferUsage usage, ResourceMemoryType memoryType)
|
|
{
|
|
if (memoryType == ResourceMemoryType.Upload)
|
|
{
|
|
return D3D12_RESOURCE_STATE_GENERIC_READ;
|
|
}
|
|
|
|
if (memoryType == ResourceMemoryType.Readback)
|
|
{
|
|
return D3D12_RESOURCE_STATE_COPY_DEST;
|
|
}
|
|
|
|
var state = D3D12_RESOURCE_STATE_COMMON;
|
|
#if true
|
|
return state;
|
|
#else
|
|
// D3D12 does not support state other than COMMON for buffers at creation.
|
|
if (usage.HasFlag(BufferUsage.Vertex) || usage.HasFlag(BufferUsage.Constant))
|
|
{
|
|
// Vertex and Constant buffers can share this state
|
|
state |= D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
|
|
}
|
|
|
|
if (usage.HasFlag(BufferUsage.Index))
|
|
{
|
|
state |= D3D12_RESOURCE_STATE_INDEX_BUFFER;
|
|
}
|
|
|
|
if (usage.HasFlag(BufferUsage.UnorderedAccess))
|
|
{
|
|
state |= D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
|
|
}
|
|
|
|
if (usage.HasFlag(BufferUsage.IndirectArgument))
|
|
{
|
|
state |= D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT;
|
|
}
|
|
|
|
// If only one state is set (e.g., just IndexBuffer), return it directly
|
|
// This is a common optimization to avoid an initial barrier
|
|
if (math.ispow2((int)state))
|
|
{
|
|
return state;
|
|
}
|
|
|
|
// If multiple roles (e.g., Vertex and Index), start in COMMON
|
|
// or return the combined state if they are compatible
|
|
// For simplicity, we'll just check for the common "Vertex/Constant" combo
|
|
if (state == D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER)
|
|
{
|
|
return D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
|
|
}
|
|
|
|
// If it's a mix, start in common and let the user barrier
|
|
return D3D12_RESOURCE_STATE_COMMON;
|
|
#endif
|
|
}
|
|
|
|
private static ResourceState D3D12StatesToRHIState(D3D12_RESOURCE_STATES states)
|
|
{
|
|
return states switch
|
|
{
|
|
//case ResourceStates.None:
|
|
//case ResourceStates.Present:
|
|
D3D12_RESOURCE_STATE_COMMON => ResourceState.Common,
|
|
D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER => ResourceState.VertexAndConstantBuffer,
|
|
D3D12_RESOURCE_STATE_INDEX_BUFFER => ResourceState.IndexBuffer,
|
|
D3D12_RESOURCE_STATE_RENDER_TARGET => ResourceState.RenderTarget,
|
|
D3D12_RESOURCE_STATE_UNORDERED_ACCESS => ResourceState.UnorderedAccess,
|
|
D3D12_RESOURCE_STATE_DEPTH_WRITE => ResourceState.DepthWrite,
|
|
D3D12_RESOURCE_STATE_DEPTH_READ => ResourceState.DepthRead,
|
|
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE => ResourceState.PixelShaderResource,
|
|
//case ResourceStates.Predication:
|
|
D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT => ResourceState.IndirectArgument,
|
|
D3D12_RESOURCE_STATE_COPY_DEST => ResourceState.CopyDest,
|
|
D3D12_RESOURCE_STATE_COPY_SOURCE => ResourceState.CopySource,
|
|
D3D12_RESOURCE_STATE_GENERIC_READ => ResourceState.GenericRead,
|
|
_ => ResourceState.Common,
|
|
};
|
|
}
|
|
}
|
|
|
|
// TODO: Dedicated pool for copy, render graph, and persistent resources
|
|
|
|
// TODO: Thread safety for resource allocator
|
|
// A common solution is to use ticket. Each pAllocation request create a ticket and put it into a thread-safe queue. A dedicated thread process the queue and fulfill the requests.
|
|
|
|
internal sealed unsafe partial class D3D12ResourceAllocator : IResourceAllocator
|
|
{
|
|
private UniquePtr<D3D12MA_Allocator> _d3d12MA;
|
|
|
|
private readonly IFenceSynchronizer _fenceSynchronizer;
|
|
private readonly D3D12RenderDevice _device;
|
|
private readonly D3D12DescriptorAllocator _descriptorAllocator;
|
|
private readonly D3D12ResourceDatabase _resourceDatabase;
|
|
private readonly D3D12PipelineLibrary _pipelineLibrary;
|
|
|
|
private UnsafeQueue<Handle<GPUResource>> _tempResources;
|
|
|
|
private bool _disposed;
|
|
|
|
public D3D12ResourceAllocator(
|
|
IFenceSynchronizer fenceSynchronizer,
|
|
D3D12RenderDevice device,
|
|
D3D12DescriptorAllocator descriptorAllocator,
|
|
D3D12ResourceDatabase resourceDatabase,
|
|
D3D12PipelineLibrary pipelineLibrary)
|
|
{
|
|
var desc = new D3D12MA_ALLOCATOR_DESC
|
|
{
|
|
pAdapter = (IDXGIAdapter*)device.Adapter.Get(),
|
|
pDevice = (ID3D12Device*)device.NativeDevice.Get(),
|
|
Flags = D3D12MA_ALLOCATOR_FLAG_DEFAULT_POOLS_NOT_ZEROED | D3D12MA_ALLOCATOR_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED,
|
|
};
|
|
|
|
D3D12MA_Allocator* pAllocator = default;
|
|
ThrowIfFailed(D3D12MA_CreateAllocator(&desc, &pAllocator));
|
|
_d3d12MA.Attach(pAllocator);
|
|
|
|
_fenceSynchronizer = fenceSynchronizer;
|
|
_device = device;
|
|
_descriptorAllocator = descriptorAllocator;
|
|
_resourceDatabase = resourceDatabase;
|
|
_pipelineLibrary = pipelineLibrary;
|
|
|
|
_tempResources = new UnsafeQueue<Handle<GPUResource>>(64, Misaki.HighPerformance.LowLevel.Buffer.Allocator.Persistent);
|
|
}
|
|
|
|
~D3D12ResourceAllocator()
|
|
{
|
|
Dispose();
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
private Handle<GPUResource> TrackResource(D3D12MA_Allocation* allocation, D3D12_RESOURCE_STATES state, ResourceViewGroup resourceDescriptor, ResourceDesc desc, bool isTemp)
|
|
{
|
|
var handle = _resourceDatabase.AddResource(allocation, _fenceSynchronizer.CPUFenceValue, D3D12StatesToRHIState(state), resourceDescriptor, desc);
|
|
|
|
if (isTemp)
|
|
{
|
|
_tempResources.Enqueue(handle);
|
|
}
|
|
|
|
return handle;
|
|
}
|
|
|
|
public Handle<Texture> CreateTexture(ref readonly TextureDesc desc, bool isTemp = false)
|
|
{
|
|
ObjectDisposedException.ThrowIf(_disposed, this);
|
|
|
|
CheckTexture2DSize(desc.Width, desc.Height);
|
|
|
|
var d3d12Format = ConvertTextureFormat(desc.Format);
|
|
var maxDimension = Math.Max(desc.Width, Math.Max(desc.Height, desc.Slice));
|
|
var mipLevels = desc.MipLevels == 0
|
|
? (ushort)(1 + Math.Floor(Math.Log2(maxDimension)))
|
|
: (ushort)desc.MipLevels;
|
|
|
|
var resourceFlags = ConvertTextureUsage(desc.Usage);
|
|
var resourceDesc = desc.Dimension switch
|
|
{
|
|
TextureDimension.Texture2D => D3D12_RESOURCE_DESC.Tex2D(
|
|
d3d12Format,
|
|
desc.Width,
|
|
desc.Height,
|
|
mipLevels: mipLevels,
|
|
flags: resourceFlags),
|
|
TextureDimension.Texture3D => D3D12_RESOURCE_DESC.Tex3D(
|
|
d3d12Format,
|
|
desc.Width,
|
|
desc.Height,
|
|
(ushort)desc.Slice,
|
|
flags: resourceFlags),
|
|
TextureDimension.TextureCube => D3D12_RESOURCE_DESC.Tex2D(
|
|
d3d12Format,
|
|
desc.Width,
|
|
desc.Height,
|
|
mipLevels: mipLevels,
|
|
arraySize: 6,
|
|
flags: resourceFlags),
|
|
TextureDimension.Texture2DArray => D3D12_RESOURCE_DESC.Tex2D(
|
|
d3d12Format,
|
|
desc.Width,
|
|
desc.Height,
|
|
mipLevels: mipLevels,
|
|
arraySize: (ushort)desc.Slice,
|
|
flags: resourceFlags),
|
|
TextureDimension.TextureCubeArray => D3D12_RESOURCE_DESC.Tex2D(
|
|
d3d12Format,
|
|
desc.Width,
|
|
desc.Height,
|
|
mipLevels: mipLevels,
|
|
arraySize: (ushort)(desc.Slice * 6),
|
|
flags: resourceFlags),
|
|
_ => throw new ArgumentException($"Unsupported texture dimension: {desc.Dimension}"),
|
|
};
|
|
|
|
var allocationDesc = new D3D12MA_ALLOCATION_DESC
|
|
{
|
|
HeapType = D3D12_HEAP_TYPE_DEFAULT,
|
|
Flags = D3D12MA_ALLOCATION_FLAG_NONE
|
|
};
|
|
|
|
var initialState = DetermineInitialTextureState(desc.Usage);
|
|
|
|
D3D12MA_Allocation* pAllocation = default;
|
|
var iid = IID.IID_NULL;
|
|
ThrowIfFailed(_d3d12MA.Get()->CreateResource(&allocationDesc, &resourceDesc, initialState, null, &pAllocation, &iid, null));
|
|
|
|
var resourceDescriptor = ResourceViewGroup.Invalid;
|
|
if (desc.Usage.HasFlag(TextureUsage.ShaderResource))
|
|
{
|
|
resourceDescriptor.srv = _descriptorAllocator.AllocateCbvSrvUav(isTemp);
|
|
// TODO: Maybe use non-shader-visible descriptor first then batch copy to shader-visible heap later?
|
|
var cpuHandle = _descriptorAllocator.GetCpuHandleShaderVisible(resourceDescriptor.srv);
|
|
|
|
var isCubeMap = desc.Dimension == TextureDimension.TextureCube || desc.Dimension == TextureDimension.TextureCubeArray;
|
|
var srvDesc = CreateTextureSrvDesc(pAllocation->GetResource(), mipLevels, desc.Slice, isCubeMap);
|
|
|
|
_device.NativeDevice.Get()->CreateShaderResourceView(pAllocation->GetResource(), &srvDesc, cpuHandle);
|
|
}
|
|
|
|
if (desc.Usage.HasFlag(TextureUsage.RenderTarget))
|
|
{
|
|
resourceDescriptor.rtv = _descriptorAllocator.AllocateRTV(isTemp);
|
|
var cpuHandle = _descriptorAllocator.GetCpuHandle(resourceDescriptor.rtv);
|
|
var rtvDesc = CreateRtvDesc(pAllocation->GetResource());
|
|
|
|
_device.NativeDevice.Get()->CreateRenderTargetView(pAllocation->GetResource(), &rtvDesc, cpuHandle);
|
|
}
|
|
|
|
if (desc.Usage.HasFlag(TextureUsage.DepthStencil))
|
|
{
|
|
resourceDescriptor.dsv = _descriptorAllocator.AllocateDSV(isTemp);
|
|
var cpuHandle = _descriptorAllocator.GetCpuHandle(resourceDescriptor.dsv);
|
|
var dsvDesc = CreateDsvDesc(pAllocation->GetResource());
|
|
|
|
_device.NativeDevice.Get()->CreateDepthStencilView(pAllocation->GetResource(), &dsvDesc, cpuHandle);
|
|
}
|
|
|
|
if (desc.Usage.HasFlag(TextureUsage.UnorderedAccess))
|
|
{
|
|
resourceDescriptor.uav = _descriptorAllocator.AllocateCbvSrvUav(isTemp);
|
|
var cpuHandle = _descriptorAllocator.GetCpuHandleShaderVisible(resourceDescriptor.uav);
|
|
var uavDesc = CreateTextureUavDesc(pAllocation->GetResource());
|
|
|
|
_device.NativeDevice.Get()->CreateUnorderedAccessView(pAllocation->GetResource(), null, &uavDesc, cpuHandle);
|
|
}
|
|
|
|
var handle = TrackResource(pAllocation, initialState, resourceDescriptor, ResourceDesc.Texture(desc), isTemp);
|
|
|
|
return handle.AsTexture();
|
|
}
|
|
|
|
public Handle<Texture> CreateRenderTarget(ref readonly RenderTargetDesc desc, bool isTemp = false)
|
|
{
|
|
ObjectDisposedException.ThrowIf(_disposed, this);
|
|
|
|
var textureDesc = desc.ToTextureDescripton();
|
|
return CreateTexture(in textureDesc, isTemp);
|
|
}
|
|
|
|
public Handle<GraphicsBuffer> CreateBuffer(ref readonly BufferDesc desc, bool isTemp = false)
|
|
{
|
|
ObjectDisposedException.ThrowIf(_disposed, this);
|
|
CheckBufferSize(desc.Size);
|
|
|
|
var alignedSize = desc.Size;
|
|
if (desc.Usage.HasFlag(BufferUsage.Constant))
|
|
{
|
|
// D3D12 CBV size must be 256-byte aligned
|
|
alignedSize = (uint)(desc.Size + 255) & ~255u;
|
|
}
|
|
|
|
var resourceDescription = D3D12_RESOURCE_DESC.Buffer(alignedSize, ConvertBufferUsage(desc.Usage));
|
|
var isRaw = desc.Usage.HasFlag(BufferUsage.Raw);
|
|
|
|
var allocationDesc = new D3D12MA_ALLOCATION_DESC
|
|
{
|
|
HeapType = ConvertMemoryType(desc.MemoryType),
|
|
Flags = D3D12MA_ALLOCATION_FLAG_NONE
|
|
};
|
|
|
|
var initialState = DetermineInitialBufferState(desc.Usage, desc.MemoryType);
|
|
|
|
D3D12MA_Allocation* pAllocation = default;
|
|
var iid = IID.IID_NULL;
|
|
ThrowIfFailed(_d3d12MA.Get()->CreateResource(&allocationDesc, &resourceDescription, initialState, null, &pAllocation, &iid, null));
|
|
|
|
var resourceDescriptor = ResourceViewGroup.Invalid;
|
|
var pResource = pAllocation->GetResource();
|
|
|
|
if (desc.Usage.HasFlag(BufferUsage.Constant))
|
|
{
|
|
resourceDescriptor.cbv = _descriptorAllocator.AllocateCbvSrvUav(isTemp);
|
|
var cpuHandle = _descriptorAllocator.GetCpuHandleShaderVisible(resourceDescriptor.cbv);
|
|
var cbvDesc = new D3D12_CONSTANT_BUFFER_VIEW_DESC
|
|
{
|
|
BufferLocation = pResource->GetGPUVirtualAddress(),
|
|
SizeInBytes = (uint)alignedSize
|
|
};
|
|
|
|
_device.NativeDevice.Get()->CreateConstantBufferView(&cbvDesc, cpuHandle);
|
|
}
|
|
|
|
if (desc.Usage.HasFlag(BufferUsage.ShaderResource))
|
|
{
|
|
resourceDescriptor.srv = _descriptorAllocator.AllocateCbvSrvUav(isTemp);
|
|
var cpuHandle = _descriptorAllocator.GetCpuHandleShaderVisible(resourceDescriptor.srv);
|
|
var srvDesc = CreateBufferSrvDesc(pAllocation->GetResource(), desc.Stride, isRaw);
|
|
|
|
_device.NativeDevice.Get()->CreateShaderResourceView(pResource, &srvDesc, cpuHandle);
|
|
}
|
|
|
|
if (desc.Usage.HasFlag(BufferUsage.UnorderedAccess))
|
|
{
|
|
resourceDescriptor.uav = _descriptorAllocator.AllocateCbvSrvUav(isTemp);
|
|
var cpuHandle = _descriptorAllocator.GetCpuHandleShaderVisible(resourceDescriptor.uav);
|
|
var uavDesc = CreateBufferUavDesc(pAllocation->GetResource(), desc.Stride, isRaw);
|
|
|
|
_device.NativeDevice.Get()->CreateUnorderedAccessView(pResource, null, &uavDesc, cpuHandle);
|
|
}
|
|
|
|
var handle = TrackResource(pAllocation, initialState, resourceDescriptor, ResourceDesc.Buffer(desc), isTemp);
|
|
return handle.AsGraphicsBuffer();
|
|
}
|
|
|
|
public Handle<GraphicsBuffer> CreateUploadBuffer(ulong size, bool isTemp = true)
|
|
{
|
|
ObjectDisposedException.ThrowIf(_disposed, this);
|
|
|
|
var desc = new BufferDesc
|
|
{
|
|
Size = size,
|
|
Usage = BufferUsage.Upload,
|
|
MemoryType = ResourceMemoryType.Upload,
|
|
};
|
|
|
|
return CreateBuffer(in desc, isTemp);
|
|
}
|
|
|
|
public Identifier<Sampler> CreateSampler(ref readonly SamplerDesc desc)
|
|
{
|
|
ObjectDisposedException.ThrowIf(_disposed, this);
|
|
|
|
if (_resourceDatabase.TryGetSampler(in desc, out var id))
|
|
{
|
|
return id;
|
|
}
|
|
|
|
var samplerDesc = new D3D12_SAMPLER_DESC
|
|
{
|
|
Filter = desc.FilterMode.ToD3D12Filter(),
|
|
AddressU = desc.AddressU.ToD3D12TextureAddressMode(),
|
|
AddressV = desc.AddressV.ToD3D12TextureAddressMode(),
|
|
AddressW = desc.AddressW.ToD3D12TextureAddressMode(),
|
|
MipLODBias = desc.MipLODBias,
|
|
MaxAnisotropy = desc.MaxAnisotropy,
|
|
ComparisonFunc = desc.ComparisonFunc.ToD3D12ComparisonFunc(),
|
|
MinLOD = desc.MinLOD,
|
|
MaxLOD = desc.MaxLOD,
|
|
};
|
|
|
|
var samplerDescriptor = _descriptorAllocator.AllocateSampler();
|
|
var cpuHandle = _descriptorAllocator.GetCpuHandleShaderVisible(samplerDescriptor);
|
|
_device.NativeDevice.Get()->CreateSampler(&samplerDesc, cpuHandle);
|
|
|
|
return _resourceDatabase.CreateSampler(in desc, samplerDescriptor.Value);
|
|
}
|
|
|
|
public Handle<Mesh> CreateMesh(UnsafeList<Vertex> vertices, UnsafeList<uint> indices)
|
|
{
|
|
ObjectDisposedException.ThrowIf(_disposed, this);
|
|
|
|
var vertexBufferDesc = new BufferDesc
|
|
{
|
|
Size = (uint)(vertices.Count * sizeof(Vertex)),
|
|
Stride = (uint)sizeof(Vertex),
|
|
Usage = BufferUsage.Vertex | BufferUsage.ShaderResource | BufferUsage.Raw,
|
|
MemoryType = ResourceMemoryType.Default,
|
|
};
|
|
|
|
var indexBufferDesc = new BufferDesc
|
|
{
|
|
Size = (uint)(indices.Count * sizeof(uint)),
|
|
Stride = sizeof(uint),
|
|
Usage = BufferUsage.Index | BufferUsage.ShaderResource | BufferUsage.Raw,
|
|
MemoryType = ResourceMemoryType.Default,
|
|
};
|
|
|
|
var objectBufferDesc = new BufferDesc
|
|
{
|
|
Size = (uint)sizeof(PerObjectData),
|
|
Stride = (uint)sizeof(PerObjectData),
|
|
Usage = BufferUsage.Constant,
|
|
MemoryType = ResourceMemoryType.Default,
|
|
};
|
|
|
|
var vertexBuffer = CreateBuffer(in vertexBufferDesc);
|
|
var indexBuffer = CreateBuffer(in indexBufferDesc);
|
|
var objectBuffer = CreateBuffer(in objectBufferDesc);
|
|
|
|
var data = new Mesh
|
|
{
|
|
Vertices = vertices,
|
|
Indices = indices,
|
|
VertexBuffer = vertexBuffer,
|
|
IndexBuffer = indexBuffer,
|
|
ObjectDataBuffer = objectBuffer,
|
|
};
|
|
|
|
return _resourceDatabase.AddMesh(in data);
|
|
}
|
|
|
|
public Handle<Material> CreateMaterial(Identifier<Shader> shader)
|
|
{
|
|
ObjectDisposedException.ThrowIf(_disposed, this);
|
|
|
|
var material = new Material();
|
|
if (material.SetShader(shader, this, _resourceDatabase) != ErrorStatus.None)
|
|
{
|
|
return Handle<Material>.Invalid;
|
|
}
|
|
|
|
return _resourceDatabase.AddMaterial(in material);
|
|
}
|
|
|
|
public Identifier<Shader> CreateGraphicsShader(ShaderDescriptor descriptor)
|
|
{
|
|
ObjectDisposedException.ThrowIf(_disposed, this);
|
|
|
|
var shader = new Shader(descriptor);
|
|
return _resourceDatabase.AddShader(shader);
|
|
}
|
|
|
|
public void ReleaseTempResources()
|
|
{
|
|
ObjectDisposedException.ThrowIf(_disposed, this);
|
|
|
|
while (_tempResources.Count > 0)
|
|
{
|
|
var handle = _tempResources.Peek();
|
|
ref var info = ref _resourceDatabase.GetResourceRecord(handle, out var exist);
|
|
if (!exist || !info.Allocated)
|
|
{
|
|
// Resource already released or invalid, just dequeue
|
|
_tempResources.Dequeue();
|
|
continue;
|
|
}
|
|
|
|
if (info.cpuFenceValue > _fenceSynchronizer.GPUFenceValue)
|
|
{
|
|
// Resource still in use by GPU, stop processing.
|
|
// Since resources are enqueued in order, we can break here.
|
|
break;
|
|
}
|
|
|
|
_resourceDatabase.ReleaseResource(handle);
|
|
_tempResources.Dequeue();
|
|
}
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
if (_disposed)
|
|
{
|
|
return;
|
|
}
|
|
|
|
Debug.Assert(_tempResources.Count == 0, "Temporary resources should be released before disposing the allocator.");
|
|
|
|
foreach (var handle in _tempResources)
|
|
{
|
|
_resourceDatabase.ReleaseResource(handle);
|
|
}
|
|
|
|
_d3d12MA.Dispose();
|
|
_tempResources.Dispose();
|
|
|
|
_disposed = true;
|
|
GC.SuppressFinalize(this);
|
|
}
|
|
}
|