Files
GhostEngine/Ghost.Graphics/D3D12/Utilities/BindlessDescriptorHeapAllocator.cs
Misaki eafbfb2fa1 Update rendering architecture and resource management
Added a new `Ref<T>` struct for reference semantics.
Added the `RenderGraph` system for managing rendering passes.
Added the `RenderTexture` class for encapsulating GPU resources.
Added `GraphicsBuffer` class for effective GPU resource management.
Changed `CommandList` methods from public to internal for visibility control.
Changed `IRenderPass` interface from internal to public for accessibility.
Changed `GetData<T>()` in `ComponentObject.cs` to return `CompRef<T>`.
Changed `GetComponent<T>()` in `EntityManager.cs` to return `CompRef<T>`.
Changed `GetSingleton<T>()` in `World.cs` to use `CompRef<T>`.
Changed `IQueryTypeParameter` to use `CompRef<T>` for consistency.
Changed `QueryItem<T0>` and related structs to use `CompRef<T>`.
Changed `Material` class to support bindless textures.
Changed `Shader` class to support bindless rendering.
Changed `Mesh` class to support bindless vertex and index buffer access.
Updated documentation to reflect the new bindless rendering architecture.
2025-08-01 21:34:48 +09:00

217 lines
6.0 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 BindlessDescriptorHeapAllocator : IDisposable
{
private const DescriptorIndex _INVALID_DESCRIPTOR_INDEX = ~0u;
private readonly ConstPtr<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 BindlessDescriptorHeapAllocator(ConstPtr<ID3D12Device14> device, uint numDescriptors = 10000)
{
_device = device;
HeapType = DescriptorHeapType.CbvSrvUav;
NumDescriptors = numDescriptors;
_stride = device.Ptr->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))
{
Debug.WriteLine("ERROR: Failed to grow bindless descriptor heap!");
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))
{
Debug.WriteLine("ERROR: Failed to grow bindless descriptor heap!");
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)
{
Debug.WriteLine("Error: Attempted to release an invalid descriptor index");
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)
{
Debug.WriteLine("Error: Attempted to release an invalid descriptor index");
continue;
}
_freeDescriptors.Enqueue(index);
}
NumAllocatedDescriptors -= count;
}
}
public CpuDescriptorHandle GetCpuHandle(DescriptorIndex index)
{
var handle = _startCpuHandle;
return handle.Offset((int)index, _stride);
}
public GpuDescriptorHandle GetGpuHandle(DescriptorIndex index)
{
var handle = _startGpuHandle;
return handle.Offset((int)index, _stride);
}
public 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.Ptr->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.Ptr->CopyDescriptorsSimple(oldSize, _startCpuHandle, oldHeap.Get()->GetCPUDescriptorHandleForHeapStart(), HeapType);
}
return true;
}
public void Dispose()
{
_bindlessHeap.Dispose();
}
}