Refactor and enhance resource management and rendering

Updated multiple components to improve encapsulation, maintainability, and performance. Key changes include:

- Upgraded package dependencies in project files.
- Refactored `Mesh` and `RenderingContext` to use properties and added support for per-object constant buffers.
- Improved resource management in `D3D12CommandBuffer`, `D3D12CommandQueue`, and `D3D12ResourceAllocator` with better encapsulation and disposal handling.
- Added validation for constant buffer sizes in `D3D12PipelineLibrary`.
- Simplified `MeshBuilder` methods to accept allocators and removed hardcoded values.
- Enhanced debugging with `GPUResourceLeakException` and resource tracking updates.
- Updated shaders and rendering logic for testing, including hardcoded triangle rendering.
- Removed redundant base classes and interfaces for cleaner code structure.
This commit is contained in:
2025-11-26 01:48:24 +09:00
parent dfe786a2aa
commit 0720444c2c
40 changed files with 1008 additions and 903 deletions

View File

@@ -1,5 +1,4 @@
using Ghost.Core.Utilities;
using Ghost.Graphics.D3D12.Utilities;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.LowLevel;
using TerraFX.Interop.DirectX;
@@ -10,18 +9,21 @@ namespace Ghost.Graphics.D3D12;
/// <summary>
/// D3D12 implementation of command queue interface
/// </summary>
internal unsafe class D3D12CommandQueue : D3D12Object<ID3D12CommandQueue>, ICommandQueue
internal unsafe class D3D12CommandQueue : ICommandQueue
{
private UniquePtr<ID3D12CommandQueue> _commandQueue;
private UniquePtr<ID3D12Fence1> _fence;
private readonly AutoResetEvent _fenceEvent;
private ulong _fenceValue;
private bool _disposed;
public CommandQueueType Type
{
get;
}
public ID3D12CommandQueue* NativeQueue => nativeObject.Get();
public SharedPtr<ID3D12CommandQueue> NativeQueue => _commandQueue.Get();
public D3D12CommandQueue(ID3D12Device14* pDevice, CommandQueueType type)
{
@@ -41,10 +43,15 @@ internal unsafe class D3D12CommandQueue : D3D12Object<ID3D12CommandQueue>, IComm
ThrowIfFailed(pDevice->CreateCommandQueue(&queueDesc, __uuidof(pQueue), (void**)&pQueue));
ThrowIfFailed(pDevice->CreateFence(0, D3D12_FENCE_FLAGS.D3D12_FENCE_FLAG_NONE, __uuidof(pFence), (void**)&pFence));
nativeObject.Attach(pQueue);
_commandQueue.Attach(pQueue);
_fence.Attach(pFence);
}
~D3D12CommandQueue()
{
Dispose();
}
private static D3D12_COMMAND_LIST_TYPE ConvertCommandQueueType(CommandQueueType type)
{
return type switch
@@ -58,7 +65,7 @@ internal unsafe class D3D12CommandQueue : D3D12Object<ID3D12CommandQueue>, IComm
public void Submit(ICommandBuffer commandBuffer)
{
ThrowIfDisposed();
ObjectDisposedException.ThrowIf(_disposed, this);
if (commandBuffer.IsEmpty)
{
@@ -68,8 +75,8 @@ internal unsafe class D3D12CommandQueue : D3D12Object<ID3D12CommandQueue>, IComm
if (commandBuffer is D3D12CommandBuffer d3d12CommandBuffer)
{
var commandList = d3d12CommandBuffer.NativeCommandList;
var commandListPtr = (ID3D12CommandList*)commandList;
nativeObject.Get()->ExecuteCommandLists(1, &commandListPtr);
var commandListPtr = (ID3D12CommandList*)commandList.Get();
_commandQueue.Get()->ExecuteCommandLists(1, &commandListPtr);
}
else
{
@@ -79,7 +86,7 @@ internal unsafe class D3D12CommandQueue : D3D12Object<ID3D12CommandQueue>, IComm
public void Submit(params ReadOnlySpan<ICommandBuffer> commandBuffers)
{
ThrowIfDisposed();
ObjectDisposedException.ThrowIf(_disposed, this);
Span<int> executableIndices = stackalloc int[commandBuffers.Length];
executableIndices.Fill(-1);
@@ -107,7 +114,7 @@ internal unsafe class D3D12CommandQueue : D3D12Object<ID3D12CommandQueue>, IComm
if (commandBuffers[cmdIndex] is D3D12CommandBuffer d3d12CommandBuffer)
{
ppCommandLists[currentIndex] = (ID3D12CommandList*)d3d12CommandBuffer.NativeCommandList;
ppCommandLists[currentIndex] = (ID3D12CommandList*)d3d12CommandBuffer.NativeCommandList.Get();
}
else
{
@@ -117,21 +124,21 @@ internal unsafe class D3D12CommandQueue : D3D12Object<ID3D12CommandQueue>, IComm
currentIndex++;
}
nativeObject.Get()->ExecuteCommandLists((uint)currentIndex, ppCommandLists);
_commandQueue.Get()->ExecuteCommandLists((uint)currentIndex, ppCommandLists);
}
public ulong Signal(ulong value)
{
ThrowIfDisposed();
ObjectDisposedException.ThrowIf(_disposed, this);
_fenceValue = value;
nativeObject.Get()->Signal((ID3D12Fence*)_fence.Get(), _fenceValue);
_commandQueue.Get()->Signal((ID3D12Fence*)_fence.Get(), _fenceValue);
return _fenceValue;
}
public void WaitForValue(ulong value)
{
ThrowIfDisposed();
ObjectDisposedException.ThrowIf(_disposed, this);
if (_fence.Get()->GetCompletedValue() < value)
{
@@ -145,28 +152,30 @@ internal unsafe class D3D12CommandQueue : D3D12Object<ID3D12CommandQueue>, IComm
public ulong GetCompletedValue()
{
ThrowIfDisposed();
ObjectDisposedException.ThrowIf(_disposed, this);
return _fence.Get()->GetCompletedValue();
}
public void WaitIdle()
{
ThrowIfDisposed();
ObjectDisposedException.ThrowIf(_disposed, this);
var fenceValue = Signal(Interlocked.Increment(ref _fenceValue));
WaitForValue(fenceValue);
}
protected override void Dispose(bool disposing)
public void Dispose()
{
if (Disposed)
if (_disposed)
{
return;
}
_fenceEvent?.Dispose();
_commandQueue.Dispose();
_fence.Dispose();
_fenceEvent?.Dispose();
base.Dispose(disposing);
_disposed = true;
GC.SuppressFinalize(this);
}
}