Refactoring Rendering backend
This commit is contained in:
@@ -24,7 +24,7 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator, IDisposable
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private readonly D3D12DescriptorAllocator _descriptorAllocator;
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private readonly D3D12ResourceDatabase _resourceDatabase;
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private UnsafeQueue<ResourceHandle> _temResources = new(64, Misaki.HighPerformance.LowLevel.Buffer.Allocator.Persistent);
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private UnsafeQueue<Handle<GPUResource>> _temResources = new(64, Misaki.HighPerformance.LowLevel.Buffer.Allocator.Persistent);
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private Guid* IID_NULL
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{
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@@ -78,9 +78,9 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator, IDisposable
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private ResourceHandle TrackResource(ref readonly Allocation allocation, ResourceStates state, bool isTemp)
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private Handle<GPUResource> TrackResource(ref readonly Allocation allocation, ResourceStates state, D3D12ResourceDescriptor resourceDescriptor, ResourceDesc desc, bool isTemp)
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{
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var handle = _resourceDatabase.AddResource(in allocation, _renderSystem.CPUFenceValue, D3D12StatesToRHIState(state));
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var handle = _resourceDatabase.AddResource(in allocation, _renderSystem.CPUFenceValue, D3D12StatesToRHIState(state), resourceDescriptor, desc);
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if (isTemp)
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{
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@@ -90,13 +90,68 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator, IDisposable
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return handle;
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}
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public TextureHandle CreateTexture(ref readonly TextureDesc desc, bool tempResource = false)
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private void CreateSRV(ID3D12Resource* pResource, CpuDescriptorHandle descriptorHandle, Format format, TextureDimension dimension, uint mipLevels, uint arraySize)
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{
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var srvDesc = new ShaderResourceViewDescription
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{
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Format = format,
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Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING
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};
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switch (dimension)
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{
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case TextureDimension.Texture2D:
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srvDesc.ViewDimension = SrvDimension.Texture2D;
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srvDesc.Texture2D = new Texture2DSrv
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{
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MipLevels = mipLevels,
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};
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break;
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case TextureDimension.Texture3D:
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srvDesc.ViewDimension = SrvDimension.Texture3D;
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srvDesc.Texture3D = new Texture3DSrv
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{
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MipLevels = 0,
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};
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break;
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case TextureDimension.Texture2DArray:
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srvDesc.ViewDimension = SrvDimension.Texture2DArray;
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srvDesc.Texture2DArray = new Texture2DArraySrv
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{
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MipLevels = mipLevels,
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ArraySize = arraySize,
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};
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break;
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case TextureDimension.TextureCube:
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srvDesc.ViewDimension = SrvDimension.TextureCube;
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srvDesc.TextureCube = new TexureCubeSrv
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{
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MipLevels = mipLevels,
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};
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break;
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case TextureDimension.TextureCubeArray:
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srvDesc.ViewDimension = SrvDimension.TextureCubeArray;
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srvDesc.TextureCubeArray = new TexureCubeArraySrv
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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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break;
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default:
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throw new ArgumentException($"Unsupported texture dimension for SRV: {dimension}");
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}
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_device->CreateShaderResourceView(pResource, &srvDesc, descriptorHandle);
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}
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public Handle<Texture> CreateTexture(ref readonly TextureDesc desc, bool isTemp = false)
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{
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CheckTexture2DSize(desc.Width, desc.Height);
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var d3d12Format = ConvertTextureFormat(desc.Format);
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var mipLevels = desc.MipLevels == 0 ? (ushort)(1 + Math.Floor(Math.Log2(Math.Max(desc.Width, desc.Height)))) : (ushort)desc.MipLevels;
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var resourceFlags = ConvertTextureUsage(desc.Usage);
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var resourceDesc = desc.Dimension switch
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{
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TextureDimension.Texture2D => ResourceDescription.Tex2D(
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@@ -104,24 +159,34 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator, IDisposable
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desc.Width,
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desc.Height,
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mipLevels: mipLevels,
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flags: ConvertTextureUsage(desc.Usage)),
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flags: resourceFlags),
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TextureDimension.Texture3D => ResourceDescription.Tex3D(
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d3d12Format,
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desc.Width,
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desc.Height,
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(ushort)desc.Slice,
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flags: ConvertTextureUsage(desc.Usage)),
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//case TextureDimension.TextureCube:
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// break;
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flags: resourceFlags),
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TextureDimension.TextureCube => ResourceDescription.Tex2D(
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d3d12Format,
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desc.Width,
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desc.Height,
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mipLevels: mipLevels,
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arraySize: 6,
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flags: resourceFlags),
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TextureDimension.Texture2DArray => ResourceDescription.Tex2D(
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d3d12Format,
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desc.Width,
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desc.Height,
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mipLevels: mipLevels,
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arraySize: (ushort)desc.Slice,
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flags: ConvertTextureUsage(desc.Usage)),
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//case TextureDimension.TextureCubeArray:
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// break;
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flags: resourceFlags),
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TextureDimension.TextureCubeArray => ResourceDescription.Tex2D(
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d3d12Format,
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desc.Width,
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desc.Height,
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mipLevels: mipLevels,
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arraySize: (ushort)(desc.Slice * 6),
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flags: resourceFlags),
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_ => throw new ArgumentException($"Unsupported texture dimension: {desc.Dimension}"),
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};
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@@ -136,58 +201,57 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator, IDisposable
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Allocation allocation = default;
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ThrowIfFailed(_allocator.CreateResource(&allocationDesc, in resourceDesc, initialState, null, &allocation, IID_NULL, null));
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var handle = TrackResource(in allocation, initialState, tempResource);
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if (desc.CreationFlags.HasFlag(TextureCreationFlags.Bindless))
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var resourceDescriptor = D3D12ResourceDescriptor.Invalid;
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if (desc.Usage.HasFlag(TextureUsage.ShaderResource))
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{
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var descriptorHandle = _descriptorAllocator.AllocateBindless();
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var srvDesc = new ShaderResourceViewDescription
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{
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Format = d3d12Format,
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Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING
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};
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resourceDescriptor.srv = _descriptorAllocator.AllocateCbvSrvUav(isTemp);
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var cpuHandle = _descriptorAllocator.GetCpuHandle(resourceDescriptor.srv);
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switch (desc.Dimension)
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{
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case TextureDimension.Texture2D:
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srvDesc.ViewDimension = SrvDimension.Texture2D;
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srvDesc.Texture2D = new Texture2DSrv
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{
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MipLevels = mipLevels,
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};
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break;
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case TextureDimension.Texture3D:
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srvDesc.ViewDimension = SrvDimension.Texture3D;
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srvDesc.Texture3D = new Texture3DSrv
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{
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MipLevels = 0,
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};
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break;
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case TextureDimension.Texture2DArray:
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srvDesc.ViewDimension = SrvDimension.Texture2DArray;
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srvDesc.Texture2DArray = new Texture2DArraySrv
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{
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MipLevels = mipLevels,
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ArraySize = desc.Slice,
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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: {desc.Dimension}");
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}
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_device->CreateShaderResourceView(allocation.Resource, &srvDesc, _descriptorAllocator.GetCpuHandle(descriptorHandle));
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CreateSRV(allocation.Resource, cpuHandle, d3d12Format, desc.Dimension, mipLevels, desc.Slice);
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}
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return new(handle);
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if (desc.Usage.HasFlag(TextureUsage.RenderTarget))
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{
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resourceDescriptor.rtv = _descriptorAllocator.AllocateRTV(isTemp);
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var rtvDesc = new RenderTargetViewDescription(allocation.Resource);
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_device->CreateRenderTargetView(allocation.Resource, &rtvDesc, _descriptorAllocator.GetCpuHandle(resourceDescriptor.rtv));
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}
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if (desc.Usage.HasFlag(TextureUsage.DepthStencil))
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{
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resourceDescriptor.dsv = _descriptorAllocator.AllocateDSV(isTemp);
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var dsvDesc = new DepthStencilViewDescription(allocation.Resource);
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_device->CreateDepthStencilView(allocation.Resource, &dsvDesc, _descriptorAllocator.GetCpuHandle(resourceDescriptor.dsv));
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}
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if (desc.Usage.HasFlag(TextureUsage.UnorderedAccess))
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{
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resourceDescriptor.uav = _descriptorAllocator.AllocateCbvSrvUav(isTemp);
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var uavDesc = new UnorderedAccessViewDescription
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{
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ViewDimension = UavDimension.Texture2D,
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Format = d3d12Format,
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Texture2D = new Texture2DUav
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{
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MipSlice = 0,
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PlaneSlice = 0,
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}
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};
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_device->CreateUnorderedAccessView(allocation.Resource, null, &uavDesc, _descriptorAllocator.GetCpuHandle(resourceDescriptor.uav));
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}
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var handle = TrackResource(ref allocation, initialState, resourceDescriptor, ResourceDesc.Texture(desc), isTemp);
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return handle.AsTexture();
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}
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public TextureHandle CreateRenderTarget(ref readonly RenderTargetDesc desc, bool tempResource = false)
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public Handle<Texture> CreateRenderTarget(ref readonly RenderTargetDesc desc, bool isTemp = false)
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{
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var textureDesc = RenderTargetDesc.ToTextureDescriptor(desc);
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return CreateTexture(ref textureDesc, tempResource);
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var textureDesc = RenderTargetDesc.ToTextureDescripton(desc);
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return CreateTexture(ref textureDesc, isTemp);
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}
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public BufferHandle CreateBuffer(ref readonly BufferDesc desc, bool tempResource = false)
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public Handle<GraphicsBuffer> CreateBuffer(ref readonly BufferDesc desc, bool isTemp = false)
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{
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CheckBufferSize((uint)desc.Size);
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@@ -203,12 +267,10 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator, IDisposable
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Allocation allocation = default;
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ThrowIfFailed(_allocator.CreateResource(&allocationDesc, in resourceDescription, initialState, null, &allocation, IID_NULL, null));
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var handle = TrackResource(in allocation, initialState, tempResource);
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var resourceDescriptor = D3D12ResourceDescriptor.Invalid;
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if (desc.Usage.HasFlag(BufferUsage.ShaderResource) && desc.CreationFlags.HasFlag(BufferCreationFlags.Bindless))
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{
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var isRaw = desc.Usage.HasFlag(BufferUsage.Raw);
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var descriptorHandle = _descriptorAllocator.AllocateBindless();
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resourceDescriptor.srv = _descriptorAllocator.AllocateCbvSrvUav(isTemp);
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var srvDesc = new ShaderResourceViewDescription
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{
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@@ -216,7 +278,7 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator, IDisposable
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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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if (desc.Usage.HasFlag(BufferUsage.Raw))
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{
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srvDesc.Format = Format.R32Typeless;
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srvDesc.Buffer.FirstElement = 0;
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@@ -233,15 +295,14 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator, IDisposable
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srvDesc.Buffer.Flags = BufferSrvFlags.None;
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}
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_device->CreateShaderResourceView(allocation.Resource, &srvDesc, _descriptorAllocator.GetCpuHandle(descriptorHandle));
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return new(handle, descriptorHandle);
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_device->CreateShaderResourceView(allocation.Resource, &srvDesc, _descriptorAllocator.GetCpuHandle(resourceDescriptor.srv));
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}
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return new(handle);
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var handle = TrackResource(ref allocation, initialState, resourceDescriptor, ResourceDesc.Buffer(desc), isTemp);
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return handle.AsGraphicsBuffer();
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}
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public BufferHandle CreateUploadBuffer(ulong size, bool temp = true)
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public Handle<GraphicsBuffer> CreateUploadBuffer(ulong size, bool isTemp = true)
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{
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var desc = new BufferDesc
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{
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@@ -250,14 +311,14 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator, IDisposable
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MemoryType = MemoryType.Upload,
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};
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return CreateBuffer(in desc, temp);
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return CreateBuffer(ref desc, isTemp);
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}
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public Identifier<Mesh> CreateMesh(ReadOnlySpan<Vertex> vertices, ReadOnlySpan<uint> indices)
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public Handle<Mesh> CreateMesh(UnsafeList<Vertex> vertices, UnsafeList<uint> indices)
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{
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var vertexBufferDesc = new BufferDesc
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{
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Size = (ulong)(vertices.Length * Unsafe.SizeOf<Vertex>()),
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Size = (ulong)(vertices.Count * Unsafe.SizeOf<Vertex>()),
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Stride = (uint)Unsafe.SizeOf<Vertex>(),
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Usage = BufferUsage.Vertex | BufferUsage.ShaderResource,
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MemoryType = MemoryType.Default,
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@@ -266,35 +327,42 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator, IDisposable
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var indexBufferDesc = new BufferDesc
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{
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Size = (ulong)(indices.Length * sizeof(uint)),
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Size = (ulong)(indices.Count * sizeof(uint)),
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Stride = sizeof(uint),
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Usage = BufferUsage.Index | BufferUsage.ShaderResource,
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MemoryType = MemoryType.Default,
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CreationFlags = BufferCreationFlags.Bindless
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};
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var vertexBuffer = CreateBuffer(ref vertexBufferDesc, true);
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var indexBuffer = CreateBuffer(ref indexBufferDesc, true);
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var vertexBuffer = CreateBuffer(ref vertexBufferDesc);
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var indexBuffer = CreateBuffer(ref indexBufferDesc);
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var data = new Mesh(vertices, indices, vertexBuffer, indexBuffer);
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return _resourceDatabase.AddMesh(in data);
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var data = new Mesh
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{
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vertices = vertices,
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indices = indices,
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vertexBuffer = vertexBuffer,
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indexBuffer = indexBuffer,
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};
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return _resourceDatabase.AddMesh(ref data);
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}
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public Identifier<Material> CreateMaterial(Identifier<Shader> shader)
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public Handle<Material> CreateMaterial(Identifier<Shader> shader)
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{
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var materialData = new Material
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{
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Shader = shader,
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};
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var shaderResource = _resourceDatabase.GetShader(shader);
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ref var shaderRef = ref _resourceDatabase.GetShaderReference(shader);
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if (shaderResource.ConstantBuffers.Count > 0)
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if (shaderRef.ConstantBuffers.Count > 0)
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{
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var maxSlot = shaderResource.ConstantBuffers.Max(cb => cb.RegisterSlot);
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var maxSlot = shaderRef.ConstantBuffers.Max(cb => cb.RegisterSlot);
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materialData._cBufferCaches = new UnsafeArray<CBufferCache>((int)maxSlot + 1, Misaki.HighPerformance.LowLevel.Buffer.Allocator.Persistent);
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foreach (var cbufferInfo in shaderResource.ConstantBuffers)
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foreach (var cbufferInfo in shaderRef.ConstantBuffers)
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{
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var desc = new BufferDesc
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{
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@@ -303,13 +371,19 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator, IDisposable
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MemoryType = MemoryType.Default,
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};
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var buffer = CreateBuffer(in desc);
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var buffer = CreateBuffer(ref desc);
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materialData._cBufferCaches[cbufferInfo.RegisterSlot] = new CBufferCache(buffer, cbufferInfo.Size);
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}
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}
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return _resourceDatabase.AddMaterial(in materialData);
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return _resourceDatabase.AddMaterial(ref materialData);
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}
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public Identifier<Shader> CreateShader()
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{
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var shaderData = new Shader();
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return _resourceDatabase.AddShader(ref shaderData);
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}
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#region Conversion Methods
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@@ -461,43 +535,39 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator, IDisposable
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#endregion
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public void ReleaseTempResource()
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public void ReleaseTempResources()
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{
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while (_temResources.Count > 0)
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{
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var handle = _temResources.Peek();
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ref var info = ref _resourceDatabase.GetResourceInfo(handle, out var exist);
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if (exist && info.Allocated && info.cpuFenceValue > _renderSystem.GPUFenceValue)
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if (!exist || !info.Allocated)
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{
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// Resource already released or invalid, just dequeue
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_temResources.Dequeue();
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continue;
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}
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if (info.cpuFenceValue > _renderSystem.GPUFenceValue)
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{
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// Resource still in use by GPU, stop processing.
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// Since resources are enqueued in order, we can break here.
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break;
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}
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ReleaseResource(handle);
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_resourceDatabase.ReleaseResource(handle);
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_temResources.Dequeue();
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}
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}
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public void ReleaseResource(ResourceHandle handle)
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public void ReleaseResource(Handle<GPUResource> handle)
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{
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if (!handle.IsValid)
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{
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return;
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}
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ref var info = ref _resourceDatabase.GetResourceInfo(handle, out var exist);
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if (!exist || !info.Allocated)
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{
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return;
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}
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info.Dispose();
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_resourceDatabase.RemoveResource(handle);
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_resourceDatabase.ReleaseResource(handle);
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}
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public void Dispose()
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{
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#if DEBUG
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#if DEBUG || GHOST_EDITOR
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if (_temResources.Count > 0)
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{
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throw new InvalidOperationException($"ResourceAllocator is being disposed with {_temResources.Count} temp allocations still registered. Ensure all resources are released before disposing.");
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