Refactor D3D12 Resource Management
Refactored and renamed components related to D3D12 graphics programming, replacing "descriptor" with "viewGroup" to improve resource grouping and management. Updated `D3D12CommandBuffer`, `D3D12DescriptorAllocator`, and `D3D12PipelineLibrary` to reflect these changes. Simplified material and shader creation in `D3D12ResourceAllocator`. Enhanced `D3D12ResourceDatabase` with resource naming for debugging and improved management. Refactored `Shader` and `ShaderPass` to use modern C# features and `IResourceReleasable` interface. Introduced `D3D12Utility` for centralized utility methods. Updated `Material` class for efficient buffer creation. Renamed `ShaderCompiler` to `SDLCompiler` with improved error handling. Updated `MeshRenderPass` to use new shader compilation process. Various improvements in error handling, code readability, and utility methods.
This commit is contained in:
@@ -1,4 +1,5 @@
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using Misaki.HighPerformance.Utilities;
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using Ghost.Graphics.D3D12.Utilities;
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using Misaki.HighPerformance.Utilities;
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using System.IO.Hashing;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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@@ -74,7 +75,7 @@ internal struct GraphicsPipelineHash
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data[1] = rtvCount;
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data[2] = (ulong)dsvFormat;
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for (int i = 0; i < 8; i++)
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for (var i = 0; i < 8; i++)
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{
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data[3 + i] = (ulong)rtvFormats[i];
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}
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@@ -425,18 +426,88 @@ public struct BufferDesc
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}
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}
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public static class TextureDimensionExtension
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/// <summary>
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/// Swap chain description
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/// </summary>
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public struct SwapChainDesc
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{
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public static TextureDimension ToTextureDimension(this D3D12_RESOURCE_DIMENSION dimension)
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/// <summary>
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/// Width of the swap chain
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/// </summary>
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public uint width;
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/// <summary>
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/// Height of the swap chain
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/// </summary>
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public uint height;
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/// <summary>
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/// Back buffer format
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/// </summary>
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public TextureFormat format;
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/// <summary>
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/// Target for presentation (window handle or composition target)
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/// </summary>
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public SwapChainTarget target;
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public SwapChainDesc(uint width, uint height, SwapChainTarget target, TextureFormat format = TextureFormat.B8G8R8A8_UNorm, uint bufferCount = 2)
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{
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return dimension switch
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this.width = width;
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this.height = height;
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this.format = format;
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this.target = target;
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}
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}
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/// <summary>
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/// Swap chain target (window handle or composition surface)
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/// </summary>
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public struct SwapChainTarget
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{
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/// <summary>
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/// Target type
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/// </summary>
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public SwapChainTargetType type;
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/// <summary>
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/// Window handle for HWND targets
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/// </summary>
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public nint windowHandle;
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/// <summary>
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/// Composition surface for UWP/WinUI targets
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/// </summary>
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public object? compositionSurface;
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public static SwapChainTarget FromWindowHandle(nint hwnd)
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{
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return new SwapChainTarget
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{
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D3D12_RESOURCE_DIMENSION.D3D12_RESOURCE_DIMENSION_TEXTURE1D => TextureDimension.Texture2D,
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D3D12_RESOURCE_DIMENSION.D3D12_RESOURCE_DIMENSION_TEXTURE2D => TextureDimension.Texture2D,
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D3D12_RESOURCE_DIMENSION.D3D12_RESOURCE_DIMENSION_TEXTURE3D => TextureDimension.Texture3D,
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_ => TextureDimension.Unknown,
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type = SwapChainTargetType.WindowHandle,
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windowHandle = hwnd,
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compositionSurface = null
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};
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}
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public static SwapChainTarget FromCompositionSurface(object surface)
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{
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return new SwapChainTarget
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{
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type = SwapChainTargetType.Composition,
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windowHandle = nint.Zero,
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compositionSurface = surface
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};
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}
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}
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/// <summary>
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/// Swap chain target types
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/// </summary>
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public enum SwapChainTargetType
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{
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WindowHandle,
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Composition
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}
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@@ -1,4 +1,5 @@
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using Ghost.Core;
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using Ghost.Core.Graphics;
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using Ghost.Graphics.Data;
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using Misaki.HighPerformance.LowLevel.Collections;
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@@ -46,7 +47,8 @@ public interface IResourceAllocator
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/// Creates a new shader and returns its unique identifier.
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/// </summary>
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/// <returns>An <see cref="Identifier{Shader}"/> representing the newly created shader.</returns>
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public Identifier<Shader> CreateShader();
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/// <param name="descriptor">The viewGroup containing the shader's properties and passes.</param>
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public Identifier<Shader> CreateShader(ShaderDescriptor descriptor);
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/// <summary>
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/// Release a resource given its handle
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@@ -13,6 +13,7 @@ public interface IResourceReleasable
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public interface IResourceDatabase
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{
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/*
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/// <summary>
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/// Imports an external unmanaged resource and returns a handle for use within the resource management system.
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/// </summary>
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@@ -20,8 +21,9 @@ public interface IResourceDatabase
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/// <param name="resourcePtr">A pointer to the external unmanaged resource to be imported. Must remain valid for the duration of the resource's usage.</param>
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/// <param name="initialState">The initial state to assign to the imported resource.</param>
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/// <returns>A handle representing the imported resource, which can be used for subsequent operations.</returns>
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unsafe Handle<GPUResource> ImportExternalResource<T>(T resourcePtr, ResourceState initialState)
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unsafe Handle<GPUResource> ImportExternalResource<T>(T resourcePtr, ResourceState initialState, string? name = null)
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where T : unmanaged;
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*/
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/// <summary>
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/// Retrieves the current state of the specified resource.
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@@ -51,6 +53,16 @@ public interface IResourceDatabase
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/// <returns>The bindless index corresponding to the specified GPU resource handle. -1 if the resource does not support bindless access or is not found.</returns>
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int GetBindlessIndex(Handle<GPUResource> handle);
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/// <summary>
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/// Retrieves the name of the GPU resource associated with the specified handle.
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/// </summary>
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/// <remarks>
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/// You should only use this method in debug builds or inside engine editor.
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/// </remarks>
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/// <param name="handle">A handle to the GPU resource for which to obtain the name. Must reference a valid resource.</param>
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/// <returns>The name of the GPU resource associated with the specified handle, or null if the resource does not have a name.</returns>
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string? GetResourceName(Handle<GPUResource> handle);
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/// <summary>
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/// Removes a resource from the database using its handle.
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/// </summary>
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@@ -116,7 +128,7 @@ public interface IResourceDatabase
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/// </summary>
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/// <param name="shader">The shader to add. The shader is passed by read-only reference and will not be modified.</param>
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/// <returns>The <see cref="Identifier{Shader}"/> representing the newly added shader.</returns>
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Identifier<Shader> AddShader(ref readonly Shader shader);
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Identifier<Shader> AddShader(Shader shader);
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/// <summary>
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/// Determines whether a shader with the specified identifier exists in the collection.
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@@ -130,7 +142,7 @@ public interface IResourceDatabase
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/// </summary>
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/// <param name="id">The identifier of the shader to retrieve. Must refer to a valid shader.</param>
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/// <returns>A reference to the shader corresponding to the specified identifier.</returns>
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ref Shader GetShaderReference(Identifier<Shader> id);
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Shader GetShaderReference(Identifier<Shader> id);
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/// <summary>
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/// Releases the shader associated with the specified identifier, freeing any resources allocated to it.
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@@ -50,88 +50,4 @@ public interface ISwapChain : IDisposable
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/// <param name="width">New width</param>
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/// <param name="height">New height</param>
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public void Resize(uint width, uint height);
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}
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/// <summary>
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/// Swap chain description
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/// </summary>
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public struct SwapChainDesc
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{
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/// <summary>
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/// Width of the swap chain
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/// </summary>
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public uint width;
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/// <summary>
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/// Height of the swap chain
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/// </summary>
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public uint height;
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/// <summary>
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/// Back buffer format
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/// </summary>
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public TextureFormat format;
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/// <summary>
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/// Target for presentation (window handle or composition target)
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/// </summary>
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public SwapChainTarget target;
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public SwapChainDesc(uint width, uint height, SwapChainTarget target, TextureFormat format = TextureFormat.B8G8R8A8_UNorm, uint bufferCount = 2)
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{
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this.width = width;
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this.height = height;
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this.format = format;
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this.target = target;
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}
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}
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/// <summary>
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/// Swap chain target (window handle or composition surface)
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/// </summary>
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public struct SwapChainTarget
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{
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/// <summary>
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/// Target type
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/// </summary>
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public SwapChainTargetType type;
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/// <summary>
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/// Window handle for HWND targets
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/// </summary>
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public nint windowHandle;
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/// <summary>
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/// Composition surface for UWP/WinUI targets
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/// </summary>
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public object? compositionSurface;
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public static SwapChainTarget FromWindowHandle(nint hwnd)
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{
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return new SwapChainTarget
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{
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type = SwapChainTargetType.WindowHandle,
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windowHandle = hwnd,
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compositionSurface = null
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};
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}
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public static SwapChainTarget FromCompositionSurface(object surface)
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{
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return new SwapChainTarget
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{
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type = SwapChainTargetType.Composition,
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windowHandle = nint.Zero,
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compositionSurface = surface
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};
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}
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}
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/// <summary>
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/// Swap chain target types
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/// </summary>
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public enum SwapChainTargetType
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{
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WindowHandle,
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Composition
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}
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@@ -1,37 +1,9 @@
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using TerraFX.Interop.DirectX;
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using TerraFX.Interop.DirectX;
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namespace Ghost.Graphics.RHI;
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internal static class TextureFormatExtensions
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internal static class RHIUtility
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{
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public static DXGI_FORMAT ToD3D12Format(this TextureFormat format)
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{
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return format switch
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{
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TextureFormat.R8G8B8A8_UNorm => DXGI_FORMAT.DXGI_FORMAT_R8G8B8A8_UNORM,
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TextureFormat.B8G8R8A8_UNorm => DXGI_FORMAT.DXGI_FORMAT_B8G8R8A8_UNORM,
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TextureFormat.R16G16B16A16_Float => DXGI_FORMAT.DXGI_FORMAT_R16G16B16A16_FLOAT,
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TextureFormat.R32G32B32A32_Float => DXGI_FORMAT.DXGI_FORMAT_R32G32B32A32_FLOAT,
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TextureFormat.D24_UNorm_S8_UInt => DXGI_FORMAT.DXGI_FORMAT_D24_UNORM_S8_UINT,
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TextureFormat.D32_Float => DXGI_FORMAT.DXGI_FORMAT_D32_FLOAT,
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_ => throw new NotSupportedException($"Texture format {format} is not supported."),
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};
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}
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public static TextureFormat ToTextureFormat(this DXGI_FORMAT format)
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{
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return format switch
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{
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DXGI_FORMAT.DXGI_FORMAT_R8G8B8A8_UNORM => TextureFormat.R8G8B8A8_UNorm,
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DXGI_FORMAT.DXGI_FORMAT_B8G8R8A8_UNORM => TextureFormat.B8G8R8A8_UNorm,
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DXGI_FORMAT.DXGI_FORMAT_R16G16B16A16_FLOAT => TextureFormat.R16G16B16A16_Float,
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DXGI_FORMAT.DXGI_FORMAT_R32G32B32A32_FLOAT => TextureFormat.R32G32B32A32_Float,
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DXGI_FORMAT.DXGI_FORMAT_D24_UNORM_S8_UINT => TextureFormat.D24_UNorm_S8_UInt,
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DXGI_FORMAT.DXGI_FORMAT_D32_FLOAT => TextureFormat.D32_Float,
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_ => TextureFormat.Unknown,
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};
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}
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public static int GetBytesPerPixel(this TextureFormat format)
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{
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return format switch
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