Enhance graphics engine and code organization

Added `InternalsVisibleTo` attribute for "Ghost.Graphics" and "Ghost.Editor" in `AssemblyInfo.cs`.
Added a new `EngineAssemblyAttribute` in `EngineAssemblyAttribute.cs`.
Added a reference to `Misaki.HighPerformance.Unsafe` in `Ghost.Core.csproj`.
Added a new `Bounds` struct to represent axis-aligned bounding boxes in `Bounds.cs`.
Added new `Color32` and `Color128` structs for color representation in `Color.cs`.

Changed the namespace from `Ghost.Editor.Controls` to `Ghost.Editor.Core.Controls` in multiple files.
Changed the implicit conversion operator in `ConstPtr<T>` to use a more descriptive parameter name in `ConstPtr.cs`.
Changed the `Mesh` class to use `Color128` instead of `Color32` for color representation.

Enhanced the `TypeCache` class to load types from assemblies marked with `EngineAssemblyAttribute`.
Enhanced the `ProjectService` class to improve the `GetAllProjectAsync` method by filtering out bad projects.
Enhanced the `GraphicsPipeline` class to support both DX12 and D3D12 graphics APIs.
Enhanced the `Shader` class to include methods for compiling HLSL shaders and managing root signatures.
Enhanced the `MeshRenderPass` class to utilize the new shader compilation methods.

Refactored the `AppStateMachine` class to use private fields instead of static fields for state management.
Refactored the `ComponentDataView` class to use the new namespace and improve organization.
Refactored project references in `Ghost.Graphics.csproj` to include new dependencies and remove outdated ones.

Made various adjustments to ensure consistency and improve code quality across multiple files.
This commit is contained in:
2025-07-02 21:30:10 +09:00
parent 300ae7251b
commit 5ae4128baf
66 changed files with 2100 additions and 1632 deletions

View File

@@ -0,0 +1,42 @@
using Ghost.Core;
using Ghost.Graphics.Contracts;
using Ghost.Graphics.Data;
using Win32.Graphics.Direct3D;
using Win32.Graphics.Direct3D12;
namespace Ghost.Graphics.D3D12;
internal unsafe class D3D12CommandBuffer : ICommandBuffer
{
private readonly ConstPtr<ID3D12GraphicsCommandList10> _commandList;
internal ConstPtr<ID3D12GraphicsCommandList10> CommandList => _commandList;
public D3D12CommandBuffer(ID3D12GraphicsCommandList10* commandList)
{
_commandList = commandList;
}
public void DrawMesh(Mesh mesh)
{
_commandList.Ptr->IASetPrimitiveTopology(PrimitiveTopology.TriangleList);
_commandList.Ptr->IASetVertexBuffers(0, 1, mesh.VertexBufferView);
_commandList.Ptr->IASetIndexBuffer(mesh.IndexBufferView);
_commandList.Ptr->DrawIndexedInstanced(mesh.IndexCount, 1, 0, 0, 0);
}
public void CopyResource(IResource dstResource, uint dstOffset, IResource srcResource, uint srcOffset, uint size)
{
var dstDXResource = (D3D12Resource)dstResource;
var srcDXResource = (D3D12Resource)srcResource;
_commandList.Ptr->CopyBufferRegion(dstDXResource.NativeResource, dstOffset, srcDXResource.NativeResource, srcOffset, size);
}
public void BarrierTransition(IResource resource, ResourceStates beforeState, ResourceStates afterState)
{
var dxResource = (D3D12Resource)resource;
_commandList.Ptr->ResourceBarrierTransition(dxResource.NativeResource.Ptr, beforeState, afterState);
}
}

View File

@@ -0,0 +1,35 @@
using Ghost.Graphics.Contracts;
using Win32;
using Win32.Graphics.Direct3D12;
using Win32.Graphics.Dxgi;
namespace Ghost.Graphics.D3D12;
internal unsafe class D3D12DebugLayer : IDebugLayer
{
private readonly ComPtr<ID3D12Debug6> _d3d12Debug;
private readonly ComPtr<IDXGIDebug1> _dxgiDebug;
private readonly ComPtr<IDXGIInfoQueue> _dxgiInfoQueue;
public D3D12DebugLayer()
{
D3D12GetDebugInterface(__uuidof<ID3D12Debug6>(), _d3d12Debug.GetVoidAddressOf());
_d3d12Debug.Get()->EnableDebugLayer();
DXGIGetDebugInterface1(0u, __uuidof<IDXGIDebug1>(), _dxgiDebug.GetVoidAddressOf());
_dxgiDebug.Get()->EnableLeakTrackingForThread();
DXGIGetDebugInterface1(0u, __uuidof<IDXGIInfoQueue>(), _dxgiInfoQueue.GetVoidAddressOf());
_dxgiInfoQueue.Get()->SetBreakOnSeverity(DXGI_DEBUG_ALL, InfoQueueMessageSeverity.Error, true);
_dxgiInfoQueue.Get()->SetBreakOnSeverity(DXGI_DEBUG_ALL, InfoQueueMessageSeverity.Corruption, true);
}
public void Dispose()
{
_dxgiDebug.Get()->ReportLiveObjects(DXGI_DEBUG_ALL, ReportLiveObjectFlags.Detail | ReportLiveObjectFlags.IgnoreInternal);
_d3d12Debug.Dispose();
_dxgiDebug.Dispose();
_dxgiInfoQueue.Dispose();
}
}

View File

@@ -0,0 +1,165 @@
using Ghost.Core;
using Ghost.Graphics.Contracts;
using Ghost.Graphics.Data;
using System.Collections.Immutable;
using Win32;
using Win32.Graphics.Direct3D;
using Win32.Graphics.Direct3D12;
using Win32.Graphics.Dxgi;
namespace Ghost.Graphics.D3D12;
internal unsafe class D3D12GraphicsDevice : IGraphicsDevice
{
#if DEBUG
private readonly D3D12DebugLayer _debugLayer;
#endif
private ComPtr<IDXGIFactory7> _dxgiFactory;
private ComPtr<ID3D12Device14> _device;
private ComPtr<ID3D12CommandQueue> _commandQueue;
private ImmutableArray<IRenderer> _initializeQueue;
private ImmutableArray<IRenderer> _renderers;
private bool _disposed;
public static GraphicsAPI TargetAPI => GraphicsAPI.D3D12;
public ReadOnlySpan<IRenderer> InitializeQueue => _initializeQueue.AsSpan();
public ReadOnlySpan<IRenderer> Renderers => _renderers.AsSpan();
public ConstPtr<ID3D12Device14> NativeDevice => new(_device.Get());
public ConstPtr<IDXGIFactory7> DXGIFactory => new(_dxgiFactory.Get());
public ConstPtr<ID3D12CommandQueue> CommandQueue => new(_commandQueue.Get());
public D3D12GraphicsDevice()
{
#if DEBUG
_debugLayer = new D3D12DebugLayer();
#endif
InitializeDevice();
InitializeCommandQueue();
_initializeQueue = ImmutableArray<IRenderer>.Empty;
_renderers = ImmutableArray<IRenderer>.Empty;
}
private void InitializeDevice()
{
#if DEBUG
CreateDXGIFactory2(true, __uuidof<IDXGIFactory7>(), _dxgiFactory.GetVoidAddressOf());
#else
CreateDXGIFactory2(false, __uuidof<IDXGIFactory7>(), _dxgiFactory.GetVoidAddressOf());
#endif
using ComPtr<IDXGIAdapter1> adapter = default;
for (uint adapterIndex = 0;
_dxgiFactory.Get()->EnumAdapterByGpuPreference(adapterIndex, GpuPreference.HighPerformance, __uuidof<IDXGIAdapter1>(), adapter.ReleaseAndGetVoidAddressOf()).Success;
adapterIndex++)
{
AdapterDescription1 desc = default;
adapter.Get()->GetDesc1(&desc);
// Don't select the Basic Render Driver adapter.
if ((desc.Flags & AdapterFlags.Software) != AdapterFlags.None)
{
continue;
}
if (D3D12CreateDevice((IUnknown*)adapter.Get(), FeatureLevel.Level_11_0, __uuidof<ID3D12Device14>(), _device.GetVoidAddressOf()).Success)
{
break;
}
}
if (_device.Get() == null)
{
throw new PlatformNotSupportedException("Cannot create ID3D12Device");
}
}
private void InitializeCommandQueue()
{
var queueDesc = new CommandQueueDescription
{
Type = CommandListType.Direct,
Priority = (int)CommandQueuePriority.High,
Flags = CommandQueueFlags.None,
};
fixed (void* queuePtr = &_commandQueue)
{
_device.Get()->CreateCommandQueue(&queueDesc, __uuidof<ID3D12CommandQueue>(), (void**)queuePtr);
}
}
public IRenderer CreateRenderer(in SwapChainPresenter presenter)
{
var renderView = new D3D12Renderer(this, in presenter);
ImmutableInterlocked.Update(ref _initializeQueue, old => old.Add(renderView));
return renderView;
}
public void RemoveRenderer(IRenderer renderer)
{
if (renderer is D3D12Renderer dx12RenderView)
{
dx12RenderView.Dispose();
var index = _initializeQueue.IndexOf(dx12RenderView);
if (index > -1)
{
ImmutableInterlocked.Update(ref _initializeQueue, old => old.RemoveAt(index));
}
else
{
ImmutableInterlocked.Update(ref _renderers, old => old.Remove(dx12RenderView));
}
}
}
public void InitializePendingRenderers()
{
if (_initializeQueue.IsEmpty)
{
return;
}
foreach (var renderer in _initializeQueue.AsSpan())
{
renderer.Initialize();
}
ImmutableInterlocked.Update(ref _renderers, old => old.AddRange(_initializeQueue));
_initializeQueue = _initializeQueue.Clear();
}
public void Dispose()
{
if (_disposed)
{
return;
}
foreach (var renderer in _renderers)
{
renderer.Dispose();
}
foreach (var renderView in _renderers)
{
renderView.Dispose();
}
_commandQueue.Dispose();
_device.Dispose();
_dxgiFactory.Dispose();
#if DEBUG
_debugLayer.Dispose();
#endif
_disposed = true;
}
}

View File

@@ -0,0 +1,359 @@
using Ghost.Graphics.Contracts;
using Ghost.Graphics.D3D12.Utilities;
using Ghost.Graphics.Data;
using Ghost.Graphics.RenderPasses;
using System.Collections.Immutable;
using Win32;
using Win32.Graphics.Direct3D12;
using Win32.Graphics.Dxgi;
using Win32.Graphics.Dxgi.Common;
using Win32.Numerics;
namespace Ghost.Graphics.D3D12;
// TODO: We should split the renderer and swap chain into different classes to allow for more flexibility in rendering pipelines.
// Each renderer can have a render target (swap chain or texture).
// When render target is null, skip the render pass execution.
internal unsafe class D3D12Renderer : IRenderer
{
private struct FrameResource : IDisposable
{
public ComPtr<ID3D12CommandAllocator> commandAllocator;
public ComPtr<ID3D12GraphicsCommandList10> commandList;
public ComPtr<ID3D12Resource> backBuffer;
public ICommandBuffer commandBuffer;
public uint backBufferDescriptorIndexes;
public ulong fenceValue;
public FrameResource(D3D12Renderer renderer, uint index)
{
renderer._graphicsDevice.NativeDevice.Ptr->CreateCommandAllocator(CommandListType.Direct, __uuidof<ID3D12CommandAllocator>(), commandAllocator.GetVoidAddressOf());
renderer._graphicsDevice.NativeDevice.Ptr->CreateCommandList(0u, CommandListType.Direct, commandAllocator.Get(), null, __uuidof<ID3D12GraphicsCommandList10>(), commandList.GetVoidAddressOf());
commandBuffer = new D3D12CommandBuffer(commandList.Get());
backBufferDescriptorIndexes = renderer.CreateBackBufferResource(index, backBuffer.GetAddressOf());
}
public readonly void ResetCommandBuffer()
{
commandAllocator.Get()->Reset();
commandList.Get()->Reset(commandAllocator.Get(), null);
}
public readonly void ExecuteCommandBuffer(ID3D12CommandQueue* queue)
{
commandList.Get()->Close();
var commandListPtr = (ID3D12CommandList*)commandList.Get();
queue->ExecuteCommandLists(1, &commandListPtr);
}
public void IncrementFenceValue()
{
fenceValue++;
}
public void Dispose()
{
commandAllocator.Dispose();
commandList.Dispose();
backBuffer.Dispose();
}
}
private const int _RENDER_TARGET_VIEW_HEAP_SIZE = 1024;
private const int _DEPTH_STENCIL_VIEW_HEAP_SIZE = 256;
private readonly D3D12GraphicsDevice _graphicsDevice;
private readonly SwapChainPresenter _swapChainPresenter;
private ComPtr<IDXGISwapChain4> _swapChain = default;
private ComPtr<ID3D12Fence1> _fence = default;
private uint _backBufferIndex;
private readonly FrameResource[] _frameResources;
private readonly AutoResetEvent _fenceEvent;
private D3D12DescriptorAllocator _rtvHeap;
private ImmutableArray<IRenderPass> _renderPasses;
private readonly Lock _lock = new();
private uint _viewPortWidth;
private uint _viewPortHeight;
private uint _pendingWidth;
private uint _pendingHeight;
private bool _resizeRequested;
private bool _disposed;
public ReadOnlySpan<IRenderPass> RenderPasses => _renderPasses.AsSpan();
public D3D12Renderer(D3D12GraphicsDevice graphicsDevice, in SwapChainPresenter swapChainSurface)
{
_graphicsDevice = graphicsDevice;
_swapChainPresenter = swapChainSurface;
_viewPortWidth = swapChainSurface.Width;
_viewPortHeight = swapChainSurface.Height;
_rtvHeap = new(_graphicsDevice.NativeDevice, DescriptorHeapType.Rtv, _RENDER_TARGET_VIEW_HEAP_SIZE);
_fenceEvent = new(false);
_renderPasses = [new MeshRenderPass()];
InitializeSwapChain();
InitializeFrameResource(out _frameResources);
}
private void InitializeSwapChain()
{
var swapChainDesc = new SwapChainDescription1
{
Width = _swapChainPresenter.Width,
Height = _swapChainPresenter.Height,
Format = D3D12PipelineResource.SWAP_CHAIN_BACK_BUFFER_FORMAT,
SampleDesc = new SampleDescription(1, 0),
BufferUsage = Usage.BackBuffer | Usage.RenderTargetOutput,
BufferCount = GraphicsPipeline._FRAME_COUNT,
Scaling = Scaling.Stretch,
SwapEffect = SwapEffect.FlipDiscard,
AlphaMode = AlphaMode.Ignore,
Flags = SwapChainFlags.AllowTearing,
Stereo = false,
};
using ComPtr<IDXGISwapChain1> tempSwapChain = default;
switch (_swapChainPresenter.Type)
{
case SwapChainPresenter.TargetType.Composition:
_graphicsDevice.DXGIFactory.Ptr->CreateSwapChainForComposition((IUnknown*)_graphicsDevice.CommandQueue.Ptr, &swapChainDesc, null, tempSwapChain.GetAddressOf());
break;
case SwapChainPresenter.TargetType.Hwnd:
var swapChainFullscreenDesc = new SwapChainFullscreenDescription
{
Windowed = false,
};
_graphicsDevice.DXGIFactory.Ptr->CreateSwapChainForHwnd(
(IUnknown*)_graphicsDevice.CommandQueue.Ptr,
_swapChainPresenter.Hwnd,
&swapChainDesc,
&swapChainFullscreenDesc,
null,
tempSwapChain.GetAddressOf());
break;
default:
throw new ArgumentException("Unsupported swap chain surface type.");
}
if (tempSwapChain.Get()->QueryInterface(__uuidof<IDXGISwapChain4>(), _swapChain.GetVoidAddressOf()).Failure)
{
throw new InvalidOperationException("Failed to create IDXGISwapChain4 interface.");
}
_swapChainPresenter.SwapChainPanelNative.SetSwapChain((IntPtr)_swapChain.Get());
_backBufferIndex = _swapChain.Get()->GetCurrentBackBufferIndex();
}
private void InitializeFrameResource(out FrameResource[] frameResources)
{
frameResources = new FrameResource[GraphicsPipeline._FRAME_COUNT];
for (var i = 0u; i < GraphicsPipeline._FRAME_COUNT; i++)
{
frameResources[i] = new FrameResource(this, i);
}
for (var i = 1u; i < GraphicsPipeline._FRAME_COUNT; i++)
{
ref var frameResource = ref frameResources[i];
frameResource.commandList.Get()->Close();
}
_graphicsDevice.NativeDevice.Ptr->CreateFence(0, FenceFlags.None, __uuidof<ID3D12Fence1>(), _fence.GetVoidAddressOf());
frameResources[0].IncrementFenceValue();
}
public void RequestResize(uint width, uint height)
{
lock (_lock)
{
if (_pendingWidth == width && _pendingHeight == height)
{
return;
}
_resizeRequested = true;
_pendingWidth = width;
_pendingHeight = height;
}
}
private uint CreateBackBufferResource(uint i, ID3D12Resource** backBuffer)
{
_swapChain.Get()->GetBuffer(i, __uuidof<ID3D12Resource>(), (void**)backBuffer);
(*backBuffer)->SetName($"BackBuffer_{i}");
var index = _rtvHeap.AllocateDescriptor();
var rtvHandle = _rtvHeap.GetCpuHandle(index);
_graphicsDevice.NativeDevice.Ptr->CreateRenderTargetView(*backBuffer, null, rtvHandle);
return index;
}
public void ExecutePendingResize()
{
if (!_resizeRequested)
{
return;
}
uint newWidth;
uint newHeight;
lock (_lock)
{
newWidth = _pendingWidth;
newHeight = _pendingHeight;
_resizeRequested = false;
}
WaitIdle();
for (var i = 0; i < GraphicsPipeline._FRAME_COUNT; i++)
{
ref var frameResource = ref _frameResources[i];
if (frameResource.backBuffer.Get() is not null)
{
frameResource.backBuffer.Reset();
_rtvHeap.ReleaseDescriptor(frameResource.backBufferDescriptorIndexes);
}
frameResource.fenceValue = _frameResources[_backBufferIndex].fenceValue;
}
if (_swapChain.Get()->ResizeBuffers(GraphicsPipeline._FRAME_COUNT, newWidth, newHeight, Format.B8G8R8A8Unorm, SwapChainFlags.AllowTearing).Failure)
{
throw new InvalidOperationException("Failed to resize swap chain buffers.");
}
for (var i = 0u; i < GraphicsPipeline._FRAME_COUNT; i++)
{
var index = CreateBackBufferResource(i, _frameResources[i].backBuffer.GetAddressOf());
_frameResources[i].backBufferDescriptorIndexes = index;
}
_backBufferIndex = _swapChain.Get()->GetCurrentBackBufferIndex();
_viewPortWidth = newWidth;
_viewPortHeight = newHeight;
}
public void Initialize()
{
ref var frameResource = ref _frameResources[_backBufferIndex];
foreach (var pass in _renderPasses)
{
pass.Initialize(frameResource.commandBuffer);
}
frameResource.ExecuteCommandBuffer(_graphicsDevice.CommandQueue);
WaitIdle();
}
public void Render()
{
_backBufferIndex = _swapChain.Get()->GetCurrentBackBufferIndex();
ref var frameResource = ref _frameResources[_backBufferIndex];
var cpuHandle = _rtvHeap.GetCpuHandle(frameResource.backBufferDescriptorIndexes);
frameResource.ResetCommandBuffer();
frameResource.commandList.Get()->ResourceBarrierTransition(frameResource.backBuffer.Get(), ResourceStates.Present, ResourceStates.RenderTarget);
var clearColor = stackalloc float[4] { 1.0f, 0.0f, 1.0f, 1.0f };
frameResource.commandList.Get()->ClearRenderTargetView(cpuHandle, clearColor, 0, null);
var viewPort = new Viewport(_viewPortWidth, _viewPortHeight);
var rect = new Rect(0, 0, (int)_viewPortWidth, (int)_viewPortHeight);
frameResource.commandList.Get()->RSSetViewports(1, &viewPort);
frameResource.commandList.Get()->RSSetScissorRects(1, &rect);
frameResource.commandList.Get()->OMSetRenderTargets(1, &cpuHandle, false, null);
foreach (var pass in _renderPasses)
{
pass.Execute(frameResource.commandBuffer);
}
frameResource.commandList.Get()->ResourceBarrierTransition(frameResource.backBuffer.Get(), ResourceStates.RenderTarget, ResourceStates.Present);
frameResource.ExecuteCommandBuffer(_graphicsDevice.CommandQueue.Ptr);
if (_swapChain.Get()->Present(1, PresentFlags.None).Failure)
{
throw new InvalidOperationException("Failed to present swap chain.");
}
WaitNextFrame();
}
public void WaitNextFrame()
{
ref var resource = ref _frameResources[_backBufferIndex];
if (_graphicsDevice.CommandQueue.Ptr->Signal((ID3D12Fence*)_fence.Get(), resource.fenceValue).Failure)
{
return;
}
var handle = new Handle((void*)_fenceEvent.SafeWaitHandle.DangerousGetHandle());
if (_fence.Get()->GetCompletedValue() < resource.fenceValue
&& _fence.Get()->SetEventOnCompletion(resource.fenceValue, handle).Success)
{
_fenceEvent.WaitOne();
}
resource.IncrementFenceValue();
}
public void WaitIdle()
{
ref var resource = ref _frameResources[_backBufferIndex];
_graphicsDevice.CommandQueue.Ptr->Signal((ID3D12Fence*)_fence.Get(), resource.fenceValue);
var handle = new Handle((void*)_fenceEvent.SafeWaitHandle.DangerousGetHandle());
if (_fence.Get()->SetEventOnCompletion(resource.fenceValue, handle).Success)
{
_fenceEvent.WaitOne();
resource.IncrementFenceValue();
}
}
public void Dispose()
{
if (_disposed)
{
return;
}
WaitIdle();
_swapChainPresenter.SwapChainPanelNative.SetSwapChain(IntPtr.Zero);
foreach (var pass in _renderPasses)
{
pass.Dispose();
}
foreach (var frameResource in _frameResources)
{
frameResource.Dispose();
}
_swapChain.Dispose();
_fence.Dispose();
_fenceEvent.Dispose();
_rtvHeap.Dispose();
_backBufferIndex = 0;
_disposed = true;
}
}

View File

@@ -0,0 +1,74 @@
using Ghost.Core;
using Ghost.Graphics.Contracts;
using System.Runtime.CompilerServices;
using Win32;
using Win32.Graphics.Direct3D12;
namespace Ghost.Graphics.D3D12;
public unsafe class D3D12Resource : IResource
{
private ComPtr<ID3D12Resource> _nativeResource
{
get;
set;
}
private string _name = string.Empty;
internal ConstPtr<ID3D12Resource> NativeResource => new(_nativeResource.Get());
public ulong GPUAddress => _nativeResource.Get()->GetGPUVirtualAddress();
public string Name
{
get => _name;
set
{
_name = value;
_nativeResource.Get()->SetName(_name);
}
}
public bool TempResource
{
get;
}
internal D3D12Resource(ComPtr<ID3D12Resource> nativeResource, bool temp)
{
_nativeResource = nativeResource;
TempResource = temp;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetData<T>(Span<T> data)
where T : unmanaged
{
var size = (uint)(data.Length * sizeof(T));
var range = new Win32.Graphics.Direct3D12.Range(0, size);
fixed (T* ptr = data)
{
var hr = _nativeResource.Get()->Map(0, &range, (void**)&ptr);
if (hr.Failure)
{
var message = hr.ToString();
throw new InvalidOperationException($"Failed to map resource: {message}");
}
_nativeResource.Get()->Unmap(0, &range);
}
}
internal void DisposeInternal()
{
var c = _nativeResource.Reset();
}
public void Dispose()
{
if (!TempResource)
{
DisposeInternal();
}
}
}

View File

@@ -0,0 +1,308 @@
using Ghost.Graphics.Contracts;
using Win32;
using Win32.Graphics.Direct3D12;
namespace Ghost.Graphics.D3D12;
internal unsafe class D3D12ResourceAllocator : IResourceAllocator
{
private readonly struct TempResourceAllocInfo
{
public readonly D3D12Resource resource;
public readonly uint cpuFenceValue;
public TempResourceAllocInfo(D3D12Resource resource, uint cpuFenceValue)
{
this.resource = resource;
this.cpuFenceValue = cpuFenceValue;
}
public TempResourceAllocInfo(D3D12Resource resource)
: this(resource, GraphicsPipeline.CPUFenceValue + 1)
{
}
}
private const ResourceStates _INITIALCOPYTARGETSTATE = ResourceStates.Common;
private const ResourceStates _INITIALREADTARGETSTATE = ResourceStates.Common;
private const ResourceStates _INITIALUAVTARGETSTATE = ResourceStates.Common;
private const uint _MAX_BYTES = D3D12_REQ_RESOURCE_SIZE_IN_MEGABYTES_EXPRESSION_A_TERM * 1024u * 1024u;
private readonly Queue<TempResourceAllocInfo> _temResources = new();
//public static ID3D12Resource CreateStaticBuffer<T>(
// ID3D12Device device,
// D3D12ResourceUploadBatch resourceUpload,
// T[] data, ResourceStates afterState,
// ResourceFlags flags = ResourceFlags.None)
// where T : unmanaged
//{
// Span<T> span = data;
// return CreateStaticBuffer(device, resourceUpload, span, afterState, flags);
//}
//public static ID3D12Resource CreateStaticBuffer<T>(
// ID3D12Device device,
// D3D12ResourceUploadBatch resourceUpload,
// Span<T> data,
// ResourceStates afterState,
// ResourceFlags flags = ResourceFlags.None)
// where T : unmanaged
//{
// var sizeInBytes = (uint)(sizeof(T) * data.Length);
// if (sizeInBytes > _MAX_BYTES)
// {
// throw new InvalidOperationException($"ERROR: Resource size too large for DirectX 12 (size {sizeInBytes})");
// }
// var buffer = device.CreateCommittedResource(
// HeapType.Default,
// HeapFlags.None,
// ResourceDescription.Buffer(sizeInBytes, flags),
// _INITIALCOPYTARGETSTATE
// );
// fixed (T* dataPtr = data)
// {
// SubresourceData initData = new()
// {
// pData = dataPtr,
// };
// resourceUpload.Upload(buffer, 0, &initData, 1);
// resourceUpload.Transition(buffer, ResourceStates.CopyDest, afterState);
// return buffer;
// }
//}
//public static ID3D12Resource CreateUploadBuffer<T>(
// ID3D12Device device,
// T[] data,
// ResourceFlags flags = ResourceFlags.None)
// where T : unmanaged
//{
// var sizeInBytes = (uint)(sizeof(T) * data.Length);
// fixed (T* dataPtr = data)
// {
// return CreateUploadBuffer(device, sizeInBytes, dataPtr, flags);
// }
//}
//public static ID3D12Resource CreateUploadBuffer<T>(
// ID3D12Device device,
// Span<T> data,
// ResourceFlags flags = ResourceFlags.None)
// where T : unmanaged
//{
// var sizeInBytes = (uint)(sizeof(T) * data.Length);
// fixed (T* dataPtr = data)
// {
// return CreateUploadBuffer(device, sizeInBytes, dataPtr, flags);
// }
//}
//public static ID3D12Resource CreateUploadBuffer(
// ID3D12Device device,
// uint sizeInBytes,
// void* data = default,
// ResourceFlags flags = ResourceFlags.None)
//{
// if (sizeInBytes > _MAX_BYTES)
// {
// throw new InvalidOperationException($"ERROR: Resource size too large for DirectX 12 (size {sizeInBytes})");
// }
// var buffer = device.CreateCommittedResource(
// HeapType.Upload,
// HeapFlags.None,
// ResourceDescription.Buffer(sizeInBytes, flags),
// ResourceStates.GenericRead
// );
// if (data is not null)
// {
// void* mappedPtr = default;
// buffer.Map(0, null, &mappedPtr).CheckError();
// Unsafe.CopyBlock(data, mappedPtr, sizeInBytes);
// buffer.Unmap(0, null);
// }
// return buffer;
//}
//public static ID3D12Resource CreateReadbackBuffer(
// ID3D12Device device,
// uint sizeInBytes,
// ResourceFlags flags = ResourceFlags.None)
//{
// if (sizeInBytes > _MAX_BYTES)
// {
// throw new InvalidOperationException($"ERROR: Resource size too large for DirectX 12 (size {sizeInBytes})");
// }
// var buffer = device.CreateCommittedResource(
// HeapType.Readback,
// HeapFlags.None,
// ResourceDescription.Buffer(sizeInBytes, flags),
// _INITIALREADTARGETSTATE
// );
// return buffer;
//}
//public static ID3D12Resource CreateUAVBuffer(ID3D12Device device, uint bufferSize,
// ResourceStates initialState = ResourceStates.Common,
// ResourceFlags flags = ResourceFlags.None)
//{
// if (bufferSize > _MAX_BYTES)
// {
// throw new InvalidOperationException($"ERROR: Resource size too large for DirectX 12 (size {bufferSize})");
// }
// var buffer = device.CreateCommittedResource(
// HeapType.Default,
// HeapFlags.None,
// ResourceDescription.Buffer(bufferSize, ResourceFlags.AllowUnorderedAccess | flags),
// _INITIALCOPYTARGETSTATE
// );
// return buffer;
//}
//public static ID3D12Resource CreateTexture2D<T>(
// ID3D12Device device,
// D3D12ResourceUploadBatch resourceUpload,
// uint width, uint height, Format format,
// Span<T> data,
// bool generateMips = false,
// ResourceStates afterState = ResourceStates.PixelShaderResource,
// ResourceFlags flags = ResourceFlags.None)
// where T : unmanaged
//{
// if (width > D3D12.RequestTexture2DUOrVDimension || height > D3D12.RequestTexture2DUOrVDimension)
// {
// throw new InvalidOperationException($"ERROR: Resource dimensions too large for DirectX 12 (2D: size {width} by {height})");
// }
// ushort mipLevels = 1;
// if (generateMips)
// {
// generateMips = resourceUpload.IsSupportedForGenerateMips(format);
// if (generateMips)
// {
// mipLevels = (ushort)TextureUtility.CountMips(width, height);
// }
// }
// var texture = device.CreateCommittedResource(
// HeapType.Default,
// HeapFlags.None,
// ResourceDescription.Texture2D(format, width, height, 1, mipLevels, 1, 0, flags),
// _INITIALCOPYTARGETSTATE
// );
// fixed (T* dataPtr = data)
// {
// FormatHelper.GetSurfaceInfo(format, width, height, out var rowPitch, out var slicePitch);
// SubresourceData initData = new()
// {
// pData = dataPtr,
// RowPitch = (nint)rowPitch,
// SlicePitch = (nint)slicePitch
// };
// resourceUpload.Upload(texture, 0, &initData, 1);
// resourceUpload.Transition(texture, ResourceStates.CopyDest, afterState);
// if (generateMips)
// {
// resourceUpload.GenerateMips(texture);
// }
// return texture;
// }
//}
public IResource CreateUploadBuffer(uint sizeInBytes, bool tempResource = false, ResourceFlags flags = ResourceFlags.None)
{
if (sizeInBytes > _MAX_BYTES)
{
throw new InvalidOperationException($"ERROR: Resource size too large for DirectX 12 (size {sizeInBytes})");
}
var device = GraphicsPipeline.GetGraphicsDevice<D3D12GraphicsDevice>();
var heapProperties = new HeapProperties(HeapType.Upload);
var resourceDescription = ResourceDescription.Buffer(sizeInBytes, flags);
ComPtr<ID3D12Resource> buffer = default;
device.NativeDevice.Ptr->CreateCommittedResource(
&heapProperties,
HeapFlags.None,
&resourceDescription,
ResourceStates.Common,
null,
__uuidof<ID3D12Resource>(),
buffer.GetVoidAddressOf()
);
var resource = new D3D12Resource(buffer.Move(), tempResource);
if (tempResource)
{
_temResources.Enqueue(new(resource));
}
return resource;
}
public IResource CreateCopyDestinationBuffer(uint sizeInBytes, bool tempResource = false, ResourceFlags flags = ResourceFlags.None)
{
if (sizeInBytes > _MAX_BYTES)
{
throw new InvalidOperationException($"ERROR: Resource size too large for DirectX 12 (size {sizeInBytes})");
}
var device = GraphicsPipeline.GetGraphicsDevice<D3D12GraphicsDevice>();
var heapProperties = new HeapProperties(HeapType.Default);
var resourceDescription = ResourceDescription.Buffer(sizeInBytes, flags);
ComPtr<ID3D12Resource> buffer = default;
device.NativeDevice.Ptr->CreateCommittedResource(
&heapProperties,
HeapFlags.None,
&resourceDescription,
ResourceStates.Common,
null,
__uuidof<ID3D12Resource>(),
buffer.GetVoidAddressOf()
);
var resource = new D3D12Resource(buffer.Move(), tempResource);
if (tempResource)
{
_temResources.Enqueue(new(resource));
}
return resource;
}
public void ReleaseTempResource()
{
while (_temResources.Count > 0)
{
var info = _temResources.Peek();
if (info.cpuFenceValue > GraphicsPipeline.GPUFenceValue)
{
break;
}
info.resource.DisposeInternal();
_temResources.Dequeue();
}
}
public void Dispose()
{
ReleaseTempResource();
}
}

View File

@@ -0,0 +1,246 @@
using Ghost.Core;
using System.Diagnostics;
using System.Numerics;
using Win32;
using Win32.Graphics.Direct3D12;
using DescriptorIndex = System.UInt32;
namespace Ghost.Graphics.D3D12.Utilities;
internal unsafe struct D3D12DescriptorAllocator : IDisposable
{
private const DescriptorIndex _INVALID_DESCRIPTOR_INDEX = ~0u;
private readonly ConstPtr<ID3D12Device14> _device;
private readonly Lock _lock = new();
private ComPtr<ID3D12DescriptorHeap> _heap;
private ComPtr<ID3D12DescriptorHeap> _shaderVisibleHeap;
private CpuDescriptorHandle _startCpuHandle;
private CpuDescriptorHandle _startCpuHandleShaderVisible;
private GpuDescriptorHandle _startGpuHandleShaderVisible;
private DescriptorIndex _searchStart;
private bool[] _allocatedDescriptors = [];
public DescriptorHeapType HeapType
{
get;
}
public uint NumDescriptors
{
get; private set;
}
public uint NumAllocatedDescriptors
{
get; private set;
}
public bool ShaderVisible
{
get;
}
public uint Stride
{
get;
}
public readonly ConstPtr<ID3D12DescriptorHeap> Heap => new(_heap.Get());
public readonly ConstPtr<ID3D12DescriptorHeap> ShaderVisibleHeap => new(_shaderVisibleHeap.Get());
public D3D12DescriptorAllocator(ConstPtr<ID3D12Device14> device, DescriptorHeapType type, uint numDescriptors)
{
_device = device;
HeapType = type;
NumDescriptors = numDescriptors;
ShaderVisible = type == DescriptorHeapType.CbvSrvUav || type == DescriptorHeapType.Sampler;
Stride = device.Ptr->GetDescriptorHandleIncrementSize(type);
var success = AllocateResources(numDescriptors);
Debug.Assert(success);
}
public DescriptorIndex AllocateDescriptor() => AllocateDescriptors(1);
public DescriptorIndex AllocateDescriptors(uint count)
{
lock (_lock)
{
DescriptorIndex foundIndex = 0;
uint freeCount = 0;
var found = false;
// Find a contiguous range of 'count' indices for which _allocatedDescriptors[index] is false
for (var index = _searchStart; index < NumDescriptors; index++)
{
if (_allocatedDescriptors[index])
{
freeCount = 0;
}
else
{
freeCount += 1;
}
if (freeCount >= count)
{
foundIndex = index > 0 ? index - count + 1 : 0;
found = true;
break;
}
}
if (!found)
{
foundIndex = NumDescriptors;
if (!Grow(NumDescriptors + count))
{
Debug.WriteLine("ERROR: Failed to grow a descriptor heap!");
return _INVALID_DESCRIPTOR_INDEX;
}
}
for (var index = foundIndex; index < foundIndex + count; index++)
{
_allocatedDescriptors[index] = true;
}
NumAllocatedDescriptors += count;
_searchStart = foundIndex + count;
return foundIndex;
}
}
public void ReleaseDescriptor(DescriptorIndex index) => ReleaseDescriptors(index, 1);
public void ReleaseDescriptors(DescriptorIndex baseIndex, uint count = 1)
{
if (count == 0)
{
return;
}
lock (_lock)
{
for (var index = baseIndex; index < baseIndex + count; index++)
{
#if DEBUG
if (!_allocatedDescriptors[index])
{
Debug.WriteLine("Error: Attempted to release an un-allocated descriptor");
}
#endif
_allocatedDescriptors[index] = false;
}
NumAllocatedDescriptors -= count;
if (_searchStart > baseIndex)
{
_searchStart = baseIndex;
}
}
}
public CpuDescriptorHandle GetCpuHandle(DescriptorIndex index)
{
var handle = _startCpuHandle;
return handle.Offset((int)index, Stride);
}
public CpuDescriptorHandle GetCpuHandleShaderVisible(DescriptorIndex index)
{
var handle = _startCpuHandleShaderVisible;
return handle.Offset((int)index, Stride);
}
public GpuDescriptorHandle GetGpuHandle(DescriptorIndex index)
{
var handle = _startGpuHandleShaderVisible;
return handle.Offset((int)index, Stride);
}
public void CopyToShaderVisibleHeap(DescriptorIndex index, uint count = 1)
{
_device.Ptr->CopyDescriptorsSimple(count, GetCpuHandleShaderVisible(index), GetCpuHandle(index), HeapType);
}
private bool AllocateResources(uint numDescriptors)
{
NumDescriptors = numDescriptors;
_heap.Dispose();
_shaderVisibleHeap.Dispose();
DescriptorHeapDescription heapDesc = new()
{
Type = HeapType,
NumDescriptors = numDescriptors,
Flags = DescriptorHeapFlags.None,
NodeMask = 0
};
fixed (void* heapPtr = &_heap)
{
var hr = _device.Ptr->CreateDescriptorHeap(&heapDesc, __uuidof<ID3D12DescriptorHeap>(), (void**)heapPtr);
if (hr.Failure)
{
return false;
}
}
_startCpuHandle = _heap.Get()->GetCPUDescriptorHandleForHeapStart();
Array.Resize(ref _allocatedDescriptors, (int)numDescriptors);
if (ShaderVisible)
{
heapDesc.Flags = DescriptorHeapFlags.ShaderVisible;
fixed (void* heapPtr = &_shaderVisibleHeap)
{
var hr = _device.Ptr->CreateDescriptorHeap(&heapDesc, __uuidof<ID3D12DescriptorHeap>(), (void**)heapPtr);
if (hr.Failure)
{
return false;
}
}
_startCpuHandleShaderVisible = _shaderVisibleHeap.Get()->GetCPUDescriptorHandleForHeapStart();
_startGpuHandleShaderVisible = _shaderVisibleHeap.Get()->GetGPUDescriptorHandleForHeapStart();
}
return true;
}
private bool Grow(uint minRequiredSize)
{
var oldSize = NumDescriptors;
var newSize = BitOperations.RoundUpToPowerOf2(minRequiredSize);
var oldHeap = _heap;
if (!AllocateResources(newSize))
{
return false;
}
_device.Ptr->CopyDescriptorsSimple(oldSize, _startCpuHandle, oldHeap.Get()->GetCPUDescriptorHandleForHeapStart(), HeapType);
if (_shaderVisibleHeap.Get() is not null)
{
_device.Ptr->CopyDescriptorsSimple(oldSize, _startCpuHandleShaderVisible, oldHeap.Get()->GetCPUDescriptorHandleForHeapStart(), HeapType);
}
return true;
}
/// <inheritdoc />
public void Dispose()
{
_heap.Dispose();
_shaderVisibleHeap.Dispose();
}
}

View File

@@ -0,0 +1,25 @@
using Ghost.Graphics.Data;
using System.Runtime.CompilerServices;
using Win32.Graphics.Direct3D12;
using Win32.Graphics.Dxgi.Common;
namespace Ghost.Graphics.D3D12.Utilities;
internal unsafe static class D3D12PipelineResource
{
private readonly static InputElementDescription[] s_inputElementDescs = [
new InputElementDescription{ SemanticName = Vertex.Semantic.PositionName, SemanticIndex = 0u, Format = Format.R32G32B32A32Float, InputSlot = 0u, AlignedByteOffset = 0u, InputSlotClass = InputClassification.PerVertexData, InstanceDataStepRate = 0 },
new InputElementDescription{ SemanticName = Vertex.Semantic.NormalName, SemanticIndex = 0u, Format = Format.R32G32B32A32Float, InputSlot = 0u, AlignedByteOffset = 16u, InputSlotClass = InputClassification.PerVertexData, InstanceDataStepRate = 0 },
new InputElementDescription{ SemanticName = Vertex.Semantic.TangentName, SemanticIndex = 0u, Format = Format.R32G32B32A32Float, InputSlot = 0u, AlignedByteOffset = 32u, InputSlotClass = InputClassification.PerVertexData, InstanceDataStepRate = 0 },
new InputElementDescription{ SemanticName = Vertex.Semantic.ColorName, SemanticIndex = 0u, Format = Format.R32G32B32A32Float, InputSlot = 0u, AlignedByteOffset = 48u, InputSlotClass = InputClassification.PerVertexData, InstanceDataStepRate = 0 },
new InputElementDescription{ SemanticName = Vertex.Semantic.UVName, SemanticIndex = 0u, Format = Format.R32G32B32A32Float, InputSlot = 0u, AlignedByteOffset = 64u, InputSlotClass = InputClassification.PerVertexData, InstanceDataStepRate = 0 }
];
public const Format SWAP_CHAIN_BACK_BUFFER_FORMAT = Format.B8G8R8A8Unorm;
public static InputLayoutDescription InputLayoutDescription => new()
{
pInputElementDescs = (InputElementDescription*)Unsafe.AsPointer(ref s_inputElementDescs[0]),
NumElements = (uint)s_inputElementDescs.Length
};
}

View File

@@ -0,0 +1,5 @@
namespace Ghost.Graphics.D3D12.Utilities;
internal static class D3D12Utility
{
}