Files
GhostEngine/Ghost.Graphics/D3D12/D3D12Resource.cs
Misaki eed1b9d3d0 Refactor graphics engine dependencies and structure
Removed references to `Misaki.HighPerformance.Unsafe` and replaced them with `Misaki.HighPerformance.LowLevel` in multiple files.
Removed calls to `AllocationManager.Initialize()` and `AllocationManager.Dispose()` in `EngineCore.cs`.
Added new methods to the `ICommandBuffer` interface for enhanced rendering capabilities.
Updated the `D3D12CommandBuffer` class to implement new graphics command handling methods.
Added the `Material` class to manage shader properties and caching for improved performance.
Encapsulated shader compilation and reflection processes within the `Shader` class for better organization.
Added the `CBufferCache` struct to optimize GPU resource management for constant buffer data.
Updated the `MeshRenderPass` class to utilize the new `Material` class for dynamic mesh rendering.
Updated various project files to reflect the restructuring of dependencies.
Modified XAML files and code-behind for improved readability and maintainability.
2025-07-07 22:59:47 +09:00

147 lines
3.5 KiB
C#

using Ghost.Core;
using Ghost.Graphics.Contracts;
using Misaki.HighPerformance.LowLevel.Collections;
using System.Runtime.CompilerServices;
using Win32;
using Win32.Graphics.Direct3D12;
namespace Ghost.Graphics.D3D12;
public unsafe class D3D12Resource : IResource
{
private ComPtr<ID3D12Resource> _nativeResource;
private string _name = string.Empty;
private bool _disposed;
internal ConstPtr<ID3D12Resource> NativeResource => new(_nativeResource.Get());
public ulong GPUAddress => _nativeResource.Get()->GetGPUVirtualAddress();
public string Name
{
get => _name;
set
{
_name = value;
_nativeResource.Get()->SetName(_name);
}
}
public bool TempResource
{
get;
}
internal D3D12Resource(ComPtr<ID3D12Resource> nativeResource, bool temp)
{
_nativeResource = nativeResource;
TempResource = temp;
}
~D3D12Resource()
{
DisposeInternal();
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetData<T>(Span<T> data)
where T : unmanaged
{
fixed (T* ptr = data)
{
SetData(ptr, (uint)data.Length);
}
}
public unsafe void SetData<T>(T* data, uint length)
where T : unmanaged
{
var size = (uint)(length * sizeof(T));
SetData((void*)data, size);
}
public unsafe void SetData(void* data, uint size)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var range = new Win32.Graphics.Direct3D12.Range(0, size);
void* mappedPtr;
var hr = _nativeResource.Get()->Map(0, &range, &mappedPtr);
if (hr.Failure)
{
var message = hr.ToString();
throw new InvalidOperationException($"Failed to map resource: {message}");
}
Unsafe.CopyBlock(mappedPtr, data, size);
_nativeResource.Get()->Unmap(0, &range);
}
public UnsafeArray<T> ReadData<T>(Allocator allocator)
where T : unmanaged
{
var size = (uint)_nativeResource.Get()->GetDesc().Width;
var data = new UnsafeArray<T>((int)(size / (uint)sizeof(T)), allocator);
try
{
ReadData(data.GetUnsafePtr(), &size);
return data;
}
catch (Exception)
{
data.Dispose();
throw;
}
}
public void ReadData<T>(T* pData, uint* size)
where T : unmanaged
{
ReadData(pData, size);
}
public void ReadData(void* pData, uint* size)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var range = new Win32.Graphics.Direct3D12.Range(0, (uint)_nativeResource.Get()->GetDesc().Width);
void* mappedPtr;
var hr = _nativeResource.Get()->Map(0, &range, &mappedPtr);
if (hr.Failure)
{
var message = hr.ToString();
throw new InvalidOperationException($"Failed to map resource: {message}");
}
Unsafe.CopyBlock(pData, mappedPtr, (uint)(range.End - range.Begin));
_nativeResource.Get()->Unmap(0, &range);
if (size != null)
{
*size = (uint)(range.End - range.Begin);
}
}
internal void DisposeInternal()
{
if (_disposed)
{
return;
}
_nativeResource.Dispose();
_disposed = true;
}
public void Dispose()
{
if (!TempResource)
{
DisposeInternal();
GC.SuppressFinalize(this);
}
}
}