Files
GhostEngine/Ghost.Graphics/D3D12/D3D12PipelineLibrary.cs
Misaki 364fbf9208 Refactor error handling: use Error enum, update APIs
Replaces ErrorStatus with Error across all systems for consistency.
Renames ResourceBarrierData fields to camelCase.
Adds BindlessAccess enum and updates GetBindlessIndex API.
Updates method signatures, result types, and error checks.
Modernizes HLSL mesh shader syntax and fixes naming.
Improves code style and updates comments for clarity.
2026-01-25 16:34:28 +09:00

357 lines
14 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 Key64<ShaderVariant> shaderVariant;
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<Key128<GraphicsPipeline>, D3D12PipelineState> _pipelineCache;
public ID3D12RootSignature* DefaultRootSignature => _defaultRootSignature.Get();
public D3D12PipelineLibrary(D3D12RenderDevice device, D3D12ResourceDatabase resourceDatabase)
{
_device = device;
_resourceDatabase = resourceDatabase;
_pipelineCache = new Dictionary<Key128<GraphicsPipeline>, 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_32BIT_CONSTANTS,
ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
Constants = new D3D12_ROOT_CONSTANTS
{
ShaderRegister = 0, // b0
RegisterSpace = 0, // space0
Num32BitValues = 4 // Global, View, Object, Material indices
}
};
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
| D3D12_ROOT_SIGNATURE_FLAG_CBV_SRV_UAV_HEAP_DIRECTLY_INDEXED
| D3D12_ROOT_SIGNATURE_FLAG_SAMPLER_HEAP_DIRECTLY_INDEXED
};
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)
{
if (reflectionData.ResourcesBindings.Count > RootSignatureLayout.ROOT_PARAMETER_COUNT)
{
return Result.Failure($"Shader uses more root parameters than supported ({RootSignatureLayout.ROOT_PARAMETER_COUNT}).");
}
if (reflectionData.ResourcesBindings.Count == 0)
{
return Result.Success(default(CBufferInfo));
}
var rootConstant = reflectionData.ResourcesBindings[0];
if (rootConstant.Type != ShaderInputType.ConstantBuffer)
{
return Result.Failure($"Root constant parameter must be a constant buffer.");
}
if (rootConstant.Size != sizeof(PushConstantsData))
{
return Result.Failure($"Root constant buffer size must be {sizeof(PushConstantsData)} bytes.");
}
var cbufferInfo = new CBufferInfo
{
Name = rootConstant.Name,
RegisterSlot = rootConstant.BindPoint,
RegisterSpace = rootConstant.Space,
SizeInBytes = rootConstant.Size,
Properties = rootConstant.Properties
};
return Result.Success(cbufferInfo);
}
private static D3D12_DEPTH_STENCIL_DESC BuildDepthStencil(ZTest ztest, ZWrite zwrite)
{
var depthEnabled = ztest != ZTest.Disabled;
var writeEnabled = zwrite == ZWrite.On;
var cmp = ztest.ToD3DCompare();
return D3D12Utility.D3D12_DEPTH_STENCIL_DESC_CREATE(depthEnabled, writeEnabled, cmp);
}
public Result<Key128<GraphicsPipeline>> 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 PassPipelineHash(descriptor.RtvFormats, descriptor.DsvFormat);
var pipelineKey = RHIUtility.CreateGraphicsPipelineKey(descriptor.VariantKey, descriptor.PipelineOption, 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[33]; // 32 for 128 bits key + 1 for null terminator
var keySpan = new Span<char>(pKeyStr, 33);
if (!pipelineKey.TryGetString(keySpan))
{
return Result.Failure("Failed to convert pipeline key to string.");
}
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.shaderVariant = descriptor.VariantKey;
pso.psoDesc = desc;
pso.pso.Attach(pPipelineState);
_pipelineCache[pipelineKey] = pso;
}
return pipelineKey;
}
public bool HasPipeline(Key128<GraphicsPipeline> key)
{
return _pipelineCache.ContainsKey(key);
}
public Result<SharedPtr<ID3D12PipelineState>, Error> GetGraphicsPSO(Key128<GraphicsPipeline> key)
{
if (_pipelineCache.TryGetValue(key, out var cacheEntry))
{
return cacheEntry.pso.Share();
}
return Error.NotFound;
}
public void Dispose()
{
foreach (var kvp in _pipelineCache)
{
kvp.Value.Dispose();
}
_pipelineCache.Clear();
_defaultRootSignature.Dispose();
_library.Dispose();
}
}