Files
GhostEngine/Ghost.Graphics/D3D12/D3D12ResourceDatabase.cs
Misaki f988c34b3d Add high-performance material/shader system (Ghost.Shader.Concept)
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.
2025-12-26 19:19:30 +09:00

485 lines
14 KiB
C#

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