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.
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125
Ghost.Graphics/RHI/RHIUtility.cs
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125
Ghost.Graphics/RHI/RHIUtility.cs
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using TerraFX.Interop.DirectX;
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namespace Ghost.Graphics.RHI;
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internal static class RHIUtility
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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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{
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TextureFormat.R8G8B8A8_UNorm => 4,
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TextureFormat.B8G8R8A8_UNorm => 4,
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TextureFormat.R16G16B16A16_Float => 8,
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TextureFormat.R32G32B32A32_Float => 16,
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TextureFormat.D24_UNorm_S8_UInt => 4,
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TextureFormat.D32_Float => 4,
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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 void GetSurfaceInfo(this TextureFormat format, int width, int height, out int rowPitch, out int slicePitch, out int rowCount)
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{
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var bc = false;
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var packed = false;
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var planar = false;
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var bpe = 0;
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//switch (format)
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//{
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// case Format.BC1Typeless:
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// case Format.BC1Unorm:
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// case Format.BC1UnormSrgb:
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// case Format.BC4Typeless:
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// case Format.BC4Unorm:
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// case Format.BC4Snorm:
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// bc = true;
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// bpe = 8;
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// break;
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// case Format.BC2Typeless:
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// case Format.BC2Unorm:
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// case Format.BC2UnormSrgb:
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// case Format.BC3Typeless:
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// case Format.BC3Unorm:
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// case Format.BC3UnormSrgb:
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// case Format.BC5Typeless:
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// case Format.BC5Unorm:
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// case Format.BC5Snorm:
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// case Format.BC6HTypeless:
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// case Format.BC6HUF16:
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// case Format.BC6HSF16:
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// case Format.BC7Typeless:
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// case Format.BC7Unorm:
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// case Format.BC7UnormSrgb:
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// bc = true;
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// bpe = 16;
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// break;
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// case Format.R8G8_B8G8Unorm:
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// case Format.G8R8_G8B8Unorm:
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// case Format.YUY2:
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// packed = true;
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// bpe = 4;
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// break;
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// case Format.Y210:
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// case Format.Y216:
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// packed = true;
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// bpe = 8;
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// break;
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// case Format.NV12:
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// case Format.Opaque420:
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// case Format.P208:
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// planar = true;
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// bpe = 2;
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// break;
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// case Format.P010:
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// case Format.P016:
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// planar = true;
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// bpe = 4;
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// break;
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// default:
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// break;
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//}
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if (bc)
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{
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var numBlocksWide = 0;
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if (width > 0)
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{
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numBlocksWide = Math.Max(1, (width + 3) / 4);
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}
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var numBlocksHigh = 0;
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if (height > 0)
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{
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numBlocksHigh = Math.Max(1, (height + 3) / 4);
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}
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rowPitch = numBlocksWide * bpe;
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rowCount = numBlocksHigh;
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slicePitch = rowPitch * numBlocksHigh;
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}
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else if (packed)
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{
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rowPitch = ((width + 1) >> 1) * bpe;
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rowCount = height;
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slicePitch = rowPitch * height;
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}
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else if (planar)
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{
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rowPitch = ((width + 1) >> 1) * bpe;
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slicePitch = (rowPitch * height) + ((rowPitch * height + 1) >> 1);
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rowCount = (int)(height + ((height + 1u) >> 1));
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}
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else
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{
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var bpp = GetBytesPerPixel(format) * 8;
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rowPitch = (width * bpp + 7) / 8; // round up to nearest byte
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rowCount = height;
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slicePitch = rowPitch * height;
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}
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}
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}
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