feat: implement core graphics rendering system and D3D12 RHI backend infrastructure

This commit is contained in:
2026-04-18 21:03:05 +09:00
parent abd5ad74d5
commit 4f5556ee1b
25 changed files with 1072 additions and 924 deletions

View File

@@ -33,8 +33,15 @@ public sealed partial class ResourceManager : IDisposable
private readonly MaterialPaletteStore _materialPalettes;
// TODO: Any better way? System.Threading.Lock is very fast though, it use spin lock before entering kernel.
// rw lock slim is an option but it has more overhead on read, and for more than 90% of the time we are reading, it may not be a good option.
// Plus UnsafeSlotMap use jagged array internally, which means we can have concurrent read and write on different slots without any issue, so we only need to lock when writing to those slots.
private readonly Lock _meshWriteLock;
private readonly Lock _materialWriteLock;
private readonly Lock _shaderWriteLock;
private readonly Lock _computeShaderWriteLock;
private ulong _submittedFrame;
private int _writeLock;
private bool _disposed;
@@ -50,6 +57,11 @@ public sealed partial class ResourceManager : IDisposable
_computeShaders = new UnsafeSlotMap<ComputeShader>(16, AllocationHandle.Persistent);
_materialPalettes = new MaterialPaletteStore();
_meshWriteLock = new Lock();
_materialWriteLock = new Lock();
_shaderWriteLock = new Lock();
_computeShaderWriteLock = new Lock();
}
~ResourceManager()
@@ -69,18 +81,6 @@ public sealed partial class ResourceManager : IDisposable
EndFramePool(completedFrame);
}
public void EnterParallelRead()
{
Logger.DebugAssert(!_disposed);
Volatile.Write(ref _writeLock, 1);
}
public void ExitParallelRead()
{
Logger.DebugAssert(!_disposed);
Volatile.Write(ref _writeLock, 0);
}
/// <summary>
/// Creates a new mesh from the specified vertex and index data.
/// </summary>
@@ -91,13 +91,7 @@ public sealed partial class ResourceManager : IDisposable
{
Logger.DebugAssert(!_disposed);
var spinner = new SpinWait();
while (Interlocked.CompareExchange(ref _writeLock, 1, 0) != 0)
{
spinner.SpinOnce();
}
try
lock (_meshWriteLock)
{
var vertexBufferDesc = new BufferDesc
{
@@ -139,10 +133,6 @@ public sealed partial class ResourceManager : IDisposable
var id = _meshes.Add(mesh, out var generation);
return new Handle<Mesh>(id, generation);
}
finally
{
Volatile.Write(ref _writeLock, 0);
}
}
/// <summary>
@@ -154,15 +144,10 @@ public sealed partial class ResourceManager : IDisposable
{
Logger.DebugAssert(!_disposed);
var spinner = new SpinWait();
while (Interlocked.CompareExchange(ref _writeLock, 1, 0) != 0)
{
spinner.SpinOnce();
}
var material = new Material();
try
lock (_materialWriteLock)
{
var material = new Material();
if (material.SetShader(shader, this, _resourceDatabase, _resourceAllocator) != Error.None)
{
return Handle<Material>.Invalid;
@@ -171,10 +156,6 @@ public sealed partial class ResourceManager : IDisposable
var id = _materials.Add(material, out var generation);
return new Handle<Material>(id, generation);
}
finally
{
Volatile.Write(ref _writeLock, 0);
}
}
/// <summary>
@@ -186,44 +167,26 @@ public sealed partial class ResourceManager : IDisposable
{
Logger.DebugAssert(!_disposed);
var spinner = new SpinWait();
while (Interlocked.CompareExchange(ref _writeLock, 1, 0) != 0)
{
spinner.SpinOnce();
}
var shader = new Shader(descriptor);
try
lock (_shaderWriteLock)
{
var shader = new Shader(descriptor);
var id = _shaders.Add(shader, out var generation);
return new Handle<Shader>(id, generation);
}
finally
{
Volatile.Write(ref _writeLock, 0);
}
}
public Handle<ComputeShader> CreateComputeShader(ComputeShaderDescriptor descriptor)
{
Logger.DebugAssert(!_disposed);
var spinner = new SpinWait();
while (Interlocked.CompareExchange(ref _writeLock, 1, 0) != 0)
{
spinner.SpinOnce();
}
try
var computeShader = new ComputeShader(descriptor);
lock (_computeShaderWriteLock)
{
var computeShader = new ComputeShader(descriptor);
var id = _computeShaders.Add(computeShader, out var generation);
return new Handle<ComputeShader>(id, generation);
}
finally
{
Volatile.Write(ref _writeLock, 0);
}
}
/// <summary>
@@ -261,14 +224,17 @@ public sealed partial class ResourceManager : IDisposable
{
Logger.DebugAssert(!_disposed);
ref var mesh = ref _meshes.GetElementReferenceAt(handle.ID, handle.Generation, out var exist);
if (!exist)
lock (_meshWriteLock)
{
return;
}
ref var mesh = ref _meshes.GetElementReferenceAt(handle.ID, handle.Generation, out var exist);
if (!exist)
{
return;
}
_meshes.Remove(handle.ID, handle.Generation);
mesh.ReleaseResource(_resourceDatabase);
_meshes.Remove(handle.ID, handle.Generation);
mesh.ReleaseResource(_resourceDatabase);
}
}
/// <summary>
@@ -306,14 +272,17 @@ public sealed partial class ResourceManager : IDisposable
{
Logger.DebugAssert(!_disposed);
ref var material = ref _materials.GetElementReferenceAt(handle.ID, handle.Generation, out var exist);
if (!exist)
lock (_materialWriteLock)
{
return;
}
ref var material = ref _materials.GetElementReferenceAt(handle.ID, handle.Generation, out var exist);
if (!exist)
{
return;
}
_materials.Remove(handle.ID, handle.Generation);
material.ReleaseResource(_resourceDatabase);
_materials.Remove(handle.ID, handle.Generation);
material.ReleaseResource(_resourceDatabase);
}
}
/// <summary>
@@ -412,14 +381,17 @@ public sealed partial class ResourceManager : IDisposable
{
Logger.DebugAssert(!_disposed);
ref var shader = ref _shaders.GetElementReferenceAt(handle.ID, handle.Generation, out var exist);
if (!exist)
lock (_shaderWriteLock)
{
return;
}
ref var shader = ref _shaders.GetElementReferenceAt(handle.ID, handle.Generation, out var exist);
if (!exist)
{
return;
}
_shaders.Remove(handle.ID, handle.Generation);
shader.ReleaseResource(_resourceDatabase);
_shaders.Remove(handle.ID, handle.Generation);
shader.ReleaseResource(_resourceDatabase);
}
}
/// <summary>
@@ -457,14 +429,17 @@ public sealed partial class ResourceManager : IDisposable
{
Logger.DebugAssert(!_disposed);
ref var computeShader = ref _computeShaders.GetElementReferenceAt(handle.ID, handle.Generation, out var exist);
if (!exist)
lock (_computeShaderWriteLock)
{
return;
}
ref var computeShader = ref _computeShaders.GetElementReferenceAt(handle.ID, handle.Generation, out var exist);
if (!exist)
{
return;
}
_computeShaders.Remove(handle.ID, handle.Generation);
computeShader.ReleaseResource(_resourceDatabase);
_computeShaders.Remove(handle.ID, handle.Generation);
computeShader.ReleaseResource(_resourceDatabase);
}
}
public void Dispose()