Refactor descriptor handling and shader compilation
Refactored descriptor allocation and release logic by introducing `IDescriptorAllocator` and replacing `DescriptorHeapAllocator` with `D3D12DescriptorHeap`. Updated descriptor structs to include validation properties and improved memory management with `ReadOnlySpan`. Enhanced shader compilation by introducing `ShaderStage` and `CompilerVersion` enums, enabling more flexible and maintainable shader handling. Refactored `Mesh` to use `IBuffer` for vertex and index buffers, added bindless descriptor support, and improved resource cleanup. Updated `RenderSystem` and other components for better initialization, error handling, and disposal logic. General improvements to code readability and maintainability.
This commit is contained in:
@@ -117,6 +117,7 @@ internal unsafe class D3D12CommandBuffer : ICommandBuffer
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
// TODO: Batch draw calls by material to minimize state changes
|
||||
public void DrawMesh(Mesh mesh, Material material)
|
||||
{
|
||||
// Bind the bindless material (sets up root signature, pipeline state, and descriptor heaps)
|
||||
|
||||
@@ -1,5 +1,8 @@
|
||||
using Ghost.Core;
|
||||
using Ghost.Graphics.D3D12.Utilities;
|
||||
using Ghost.Graphics.Data;
|
||||
using Ghost.Graphics.RHI;
|
||||
using System.Runtime.CompilerServices;
|
||||
using Win32.Graphics.Direct3D12;
|
||||
|
||||
namespace Ghost.Graphics.D3D12;
|
||||
@@ -7,13 +10,13 @@ namespace Ghost.Graphics.D3D12;
|
||||
/// <summary>
|
||||
/// D3D12 implementation of descriptor allocator that manages different types of descriptor heaps.
|
||||
/// </summary>
|
||||
internal unsafe class D3D12DescriptorAllocator : IDisposable
|
||||
internal unsafe class D3D12DescriptorAllocator : IDescriptorAllocator, IDisposable
|
||||
{
|
||||
private readonly DescriptorHeapAllocator _rtvHeap;
|
||||
private readonly DescriptorHeapAllocator _dsvHeap;
|
||||
private readonly DescriptorHeapAllocator _srvHeap;
|
||||
private readonly DescriptorHeapAllocator _samplerHeap;
|
||||
private readonly BindlessDescriptorHeapAllocator _bindlessHeap;
|
||||
private readonly D3D12DescriptorHeap _rtvHeap;
|
||||
private readonly D3D12DescriptorHeap _dsvHeap;
|
||||
private readonly D3D12DescriptorHeap _srvHeap;
|
||||
private readonly D3D12DescriptorHeap _samplerHeap;
|
||||
private readonly BindlessDescriptorHeap _bindlessHeap;
|
||||
|
||||
private bool _disposed;
|
||||
|
||||
@@ -21,11 +24,11 @@ internal unsafe class D3D12DescriptorAllocator : IDisposable
|
||||
{
|
||||
var pDevice = device.NativeDevice;
|
||||
|
||||
_rtvHeap = new DescriptorHeapAllocator("rtv", pDevice, DescriptorHeapType.Rtv, initialRtvCount);
|
||||
_dsvHeap = new DescriptorHeapAllocator("dsv", pDevice, DescriptorHeapType.Dsv, initialDsvCount);
|
||||
_srvHeap = new DescriptorHeapAllocator("srv", pDevice, DescriptorHeapType.CbvSrvUav, initialSrvCount);
|
||||
_samplerHeap = new DescriptorHeapAllocator("sampler", pDevice, DescriptorHeapType.Sampler, initialSamplerCount);
|
||||
_bindlessHeap = new BindlessDescriptorHeapAllocator(pDevice, initialBindlessCount);
|
||||
_rtvHeap = new D3D12DescriptorHeap("rtv", pDevice, DescriptorHeapType.Rtv, initialRtvCount);
|
||||
_dsvHeap = new D3D12DescriptorHeap("dsv", pDevice, DescriptorHeapType.Dsv, initialDsvCount);
|
||||
_srvHeap = new D3D12DescriptorHeap("srv", pDevice, DescriptorHeapType.CbvSrvUav, initialSrvCount);
|
||||
_samplerHeap = new D3D12DescriptorHeap("sampler", pDevice, DescriptorHeapType.Sampler, initialSamplerCount);
|
||||
_bindlessHeap = new BindlessDescriptorHeap(pDevice, initialBindlessCount);
|
||||
}
|
||||
|
||||
~D3D12DescriptorAllocator()
|
||||
@@ -45,8 +48,7 @@ internal unsafe class D3D12DescriptorAllocator : IDisposable
|
||||
throw new InvalidOperationException("Failed to allocate RTV descriptor");
|
||||
}
|
||||
|
||||
var cpuHandle = _rtvHeap.GetCpuHandle(index);
|
||||
return new RenderTargetDescriptor(index, cpuHandle);
|
||||
return new RenderTargetDescriptor { Index = index };
|
||||
}
|
||||
|
||||
public RenderTargetDescriptor[] AllocateRTVs(uint count)
|
||||
@@ -63,30 +65,33 @@ internal unsafe class D3D12DescriptorAllocator : IDisposable
|
||||
for (uint i = 0; i < count; i++)
|
||||
{
|
||||
var index = baseIndex + i;
|
||||
var cpuHandle = _rtvHeap.GetCpuHandle(index);
|
||||
descriptors[i] = new RenderTargetDescriptor(index, cpuHandle);
|
||||
descriptors[i] = new RenderTargetDescriptor { Index = index };
|
||||
}
|
||||
|
||||
return descriptors;
|
||||
}
|
||||
|
||||
public void ReleaseRTV(RenderTargetDescriptor descriptor)
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public CpuDescriptorHandle GetCpuHandle(RenderTargetDescriptor descriptor)
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
|
||||
if (descriptor is RenderTargetDescriptor d3d12Descriptor)
|
||||
{
|
||||
_rtvHeap.ReleaseDescriptor(d3d12Descriptor.Index);
|
||||
}
|
||||
return _rtvHeap.GetCpuHandle(descriptor.Index);
|
||||
}
|
||||
|
||||
public void ReleaseRTVs(RenderTargetDescriptor[] descriptors)
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void Release(RenderTargetDescriptor descriptor)
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
_rtvHeap.ReleaseDescriptor(descriptor.Index);
|
||||
}
|
||||
|
||||
public void Release(ReadOnlySpan<RenderTargetDescriptor> descriptors)
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
|
||||
foreach (var descriptor in descriptors)
|
||||
{
|
||||
ReleaseRTV(descriptor);
|
||||
Release(descriptor);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -104,8 +109,7 @@ internal unsafe class D3D12DescriptorAllocator : IDisposable
|
||||
throw new InvalidOperationException("Failed to allocate DSV descriptor");
|
||||
}
|
||||
|
||||
var cpuHandle = _dsvHeap.GetCpuHandle(index);
|
||||
return new DepthStencilDescriptor(index, cpuHandle);
|
||||
return new DepthStencilDescriptor { Index = index };
|
||||
}
|
||||
|
||||
public DepthStencilDescriptor[] AllocateDSVs(uint count)
|
||||
@@ -122,30 +126,31 @@ internal unsafe class D3D12DescriptorAllocator : IDisposable
|
||||
for (uint i = 0; i < count; i++)
|
||||
{
|
||||
var index = baseIndex + i;
|
||||
var cpuHandle = _dsvHeap.GetCpuHandle(index);
|
||||
descriptors[i] = new DepthStencilDescriptor(index, cpuHandle);
|
||||
descriptors[i] = new DepthStencilDescriptor { Index = index };
|
||||
}
|
||||
|
||||
return descriptors;
|
||||
}
|
||||
|
||||
public void ReleaseDSV(DepthStencilDescriptor descriptor)
|
||||
public CpuDescriptorHandle GetCpuHandle(DepthStencilDescriptor descriptor)
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
|
||||
if (descriptor is DepthStencilDescriptor d3d12Descriptor)
|
||||
{
|
||||
_dsvHeap.ReleaseDescriptor(d3d12Descriptor.Index);
|
||||
}
|
||||
return _dsvHeap.GetCpuHandle(descriptor.Index);
|
||||
}
|
||||
|
||||
public void ReleaseDSVs(DepthStencilDescriptor[] descriptors)
|
||||
public void Release(DepthStencilDescriptor descriptor)
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
_dsvHeap.ReleaseDescriptor(descriptor.Index);
|
||||
}
|
||||
|
||||
public void Release(ReadOnlySpan<DepthStencilDescriptor> descriptors)
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
|
||||
foreach (var descriptor in descriptors)
|
||||
{
|
||||
ReleaseDSV(descriptor);
|
||||
Release(descriptor);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -163,13 +168,8 @@ internal unsafe class D3D12DescriptorAllocator : IDisposable
|
||||
throw new InvalidOperationException("Failed to allocate SRV descriptor");
|
||||
}
|
||||
|
||||
var cpuHandle = _srvHeap.GetCpuHandle(index);
|
||||
var gpuHandle = _srvHeap.GetGpuHandle(index);
|
||||
|
||||
// Copy to shader visible heap
|
||||
_srvHeap.CopyToShaderVisibleHeap(index);
|
||||
|
||||
return new ShaderResourceDescriptor(index, cpuHandle, gpuHandle);
|
||||
return new ShaderResourceDescriptor { Index = index };
|
||||
}
|
||||
|
||||
public ShaderResourceDescriptor[] AllocateSRVs(uint count)
|
||||
@@ -186,34 +186,38 @@ internal unsafe class D3D12DescriptorAllocator : IDisposable
|
||||
for (uint i = 0; i < count; i++)
|
||||
{
|
||||
var index = baseIndex + i;
|
||||
var cpuHandle = _srvHeap.GetCpuHandle(index);
|
||||
var gpuHandle = _srvHeap.GetGpuHandle(index);
|
||||
descriptors[i] = new ShaderResourceDescriptor(index, cpuHandle, gpuHandle);
|
||||
descriptors[i] = new ShaderResourceDescriptor { Index = index };
|
||||
}
|
||||
|
||||
// Copy all descriptors to shader visible heap
|
||||
_srvHeap.CopyToShaderVisibleHeap(baseIndex, count);
|
||||
|
||||
return descriptors;
|
||||
}
|
||||
|
||||
public void ReleaseSRV(ShaderResourceDescriptor descriptor)
|
||||
public CpuDescriptorHandle GetCpuHandle(ShaderResourceDescriptor descriptor)
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
|
||||
if (descriptor is ShaderResourceDescriptor d3d12Descriptor)
|
||||
{
|
||||
_srvHeap.ReleaseDescriptor(d3d12Descriptor.Index);
|
||||
}
|
||||
return _srvHeap.GetCpuHandle(descriptor.Index);
|
||||
}
|
||||
|
||||
public void ReleaseSRVs(ShaderResourceDescriptor[] descriptors)
|
||||
public GpuDescriptorHandle GetGpuHandle(ShaderResourceDescriptor descriptor)
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
return _srvHeap.GetGpuHandle(descriptor.Index);
|
||||
}
|
||||
|
||||
public void Release(ShaderResourceDescriptor descriptor)
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
_srvHeap.ReleaseDescriptor(descriptor.Index);
|
||||
}
|
||||
|
||||
public void Release(ReadOnlySpan<ShaderResourceDescriptor> descriptors)
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
|
||||
foreach (var descriptor in descriptors)
|
||||
{
|
||||
ReleaseSRV(descriptor);
|
||||
Release(descriptor);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -231,13 +235,8 @@ internal unsafe class D3D12DescriptorAllocator : IDisposable
|
||||
throw new InvalidOperationException("Failed to allocate Sampler descriptor");
|
||||
}
|
||||
|
||||
var cpuHandle = _samplerHeap.GetCpuHandle(index);
|
||||
var gpuHandle = _samplerHeap.GetGpuHandle(index);
|
||||
|
||||
// Copy to shader visible heap
|
||||
_samplerHeap.CopyToShaderVisibleHeap(index);
|
||||
|
||||
return new SamplerDescriptor(index, cpuHandle, gpuHandle);
|
||||
return new SamplerDescriptor { Index = index };
|
||||
}
|
||||
|
||||
public SamplerDescriptor[] AllocateSamplers(uint count)
|
||||
@@ -254,34 +253,38 @@ internal unsafe class D3D12DescriptorAllocator : IDisposable
|
||||
for (uint i = 0; i < count; i++)
|
||||
{
|
||||
var index = baseIndex + i;
|
||||
var cpuHandle = _samplerHeap.GetCpuHandle(index);
|
||||
var gpuHandle = _samplerHeap.GetGpuHandle(index);
|
||||
descriptors[i] = new SamplerDescriptor(index, cpuHandle, gpuHandle);
|
||||
descriptors[i] = new SamplerDescriptor { Index = index };
|
||||
}
|
||||
|
||||
// Copy all descriptors to shader visible heap
|
||||
_samplerHeap.CopyToShaderVisibleHeap(baseIndex, count);
|
||||
|
||||
return descriptors;
|
||||
}
|
||||
|
||||
public void ReleaseSampler(SamplerDescriptor descriptor)
|
||||
public CpuDescriptorHandle GetCpuHandle(SamplerDescriptor descriptor)
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
|
||||
if (descriptor is SamplerDescriptor d3d12Descriptor)
|
||||
{
|
||||
_samplerHeap.ReleaseDescriptor(d3d12Descriptor.Index);
|
||||
}
|
||||
return _samplerHeap.GetCpuHandle(descriptor.Index);
|
||||
}
|
||||
|
||||
public void ReleaseSamplers(SamplerDescriptor[] descriptors)
|
||||
public GpuDescriptorHandle GetGpuHandle(SamplerDescriptor descriptor)
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
return _samplerHeap.GetGpuHandle(descriptor.Index);
|
||||
}
|
||||
|
||||
public void Release(SamplerDescriptor descriptor)
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
_samplerHeap.ReleaseDescriptor(descriptor.Index);
|
||||
}
|
||||
|
||||
public void Release(ReadOnlySpan<SamplerDescriptor> descriptors)
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
|
||||
foreach (var descriptor in descriptors)
|
||||
{
|
||||
ReleaseSampler(descriptor);
|
||||
Release(descriptor);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -303,10 +306,7 @@ internal unsafe class D3D12DescriptorAllocator : IDisposable
|
||||
throw new InvalidOperationException("Failed to allocate bindless descriptor");
|
||||
}
|
||||
|
||||
var cpuHandle = _bindlessHeap.GetCpuHandle(index);
|
||||
var gpuHandle = _bindlessHeap.GetGpuHandle(index);
|
||||
|
||||
return new BindlessDescriptor(index, cpuHandle, gpuHandle);
|
||||
return new BindlessDescriptor { Index = index };
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -326,37 +326,43 @@ internal unsafe class D3D12DescriptorAllocator : IDisposable
|
||||
for (uint i = 0; i < count; i++)
|
||||
{
|
||||
var index = baseIndex + i;
|
||||
var cpuHandle = _bindlessHeap.GetCpuHandle(index);
|
||||
var gpuHandle = _bindlessHeap.GetGpuHandle(index);
|
||||
descriptors[i] = new BindlessDescriptor(index, cpuHandle, gpuHandle);
|
||||
descriptors[i] = new BindlessDescriptor { Index = index };
|
||||
}
|
||||
|
||||
return descriptors;
|
||||
}
|
||||
|
||||
public CpuDescriptorHandle GetCpuHandle(BindlessDescriptor descriptor)
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
return _bindlessHeap.GetCpuHandle(descriptor.Index);
|
||||
}
|
||||
|
||||
public GpuDescriptorHandle GetGpuHandle(BindlessDescriptor descriptor)
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
return _bindlessHeap.GetGpuHandle(descriptor.Index);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Releases a bindless descriptor.
|
||||
/// </summary>
|
||||
public void ReleaseBindless(BindlessDescriptor descriptor)
|
||||
public void Release(BindlessDescriptor descriptor)
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
|
||||
if (descriptor is BindlessDescriptor d3d12Descriptor)
|
||||
{
|
||||
_bindlessHeap.ReleaseDescriptor(d3d12Descriptor.Index);
|
||||
}
|
||||
_bindlessHeap.ReleaseDescriptor(descriptor.Index);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Releases multiple bindless descriptors.
|
||||
/// </summary>
|
||||
public void ReleaseBindless(BindlessDescriptor[] descriptors)
|
||||
public void Release(ReadOnlySpan<BindlessDescriptor> descriptors)
|
||||
{
|
||||
ObjectDisposedException.ThrowIf(_disposed, this);
|
||||
|
||||
foreach (var descriptor in descriptors)
|
||||
{
|
||||
ReleaseBindless(descriptor);
|
||||
Release(descriptor);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -9,16 +9,16 @@ internal unsafe class D3D12GraphicsEngine : IGraphicsEngine
|
||||
#endif
|
||||
|
||||
private readonly D3D12RenderDevice _device;
|
||||
private readonly D3D12PipelineStateController _stateController;
|
||||
private readonly D3D12DescriptorAllocator _descriptorAllocator;
|
||||
private readonly D3D12ResourceAllocator _resourceAllocator;
|
||||
|
||||
private readonly D3D12PipelineStateController _pipelineState;
|
||||
private readonly D3D12DescriptorAllocator _descriptorAllocator;
|
||||
private readonly D3D12PipelineStateController _stateController;
|
||||
|
||||
public IRenderDevice Device => _device;
|
||||
public IPipelineStateController PipelineStateController => _stateController;
|
||||
public IResourceAllocator ResourceAllocator => _resourceAllocator;
|
||||
|
||||
public IPipelineStateController PipelineStateController => _stateController;
|
||||
|
||||
public D3D12GraphicsEngine(RenderSystem renderSystem)
|
||||
{
|
||||
#if DEBUG
|
||||
@@ -26,11 +26,10 @@ internal unsafe class D3D12GraphicsEngine : IGraphicsEngine
|
||||
#endif
|
||||
|
||||
_device = new();
|
||||
_stateController = new(_device);
|
||||
_resourceAllocator = new(_device, renderSystem);
|
||||
|
||||
_pipelineState = new(_device);
|
||||
_descriptorAllocator = new(_device);
|
||||
_resourceAllocator = new(renderSystem, _device, _descriptorAllocator);
|
||||
|
||||
_stateController = new(_device);
|
||||
}
|
||||
|
||||
public IRenderer CreateRenderer()
|
||||
@@ -50,6 +49,7 @@ internal unsafe class D3D12GraphicsEngine : IGraphicsEngine
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
_stateController.Dispose();
|
||||
_descriptorAllocator.Dispose();
|
||||
_resourceAllocator.Dispose();
|
||||
_device.Dispose();
|
||||
|
||||
@@ -25,10 +25,6 @@ internal class D3D12ShaderPipeline : IShaderPipeline
|
||||
|
||||
internal unsafe class D3D12PipelineStateController : IPipelineStateController, IDisposable
|
||||
{
|
||||
private const string _VS_ENTRY_POINT = "VSMain";
|
||||
private const string _PS_ENTRY_POINT = "PSMain";
|
||||
private const string _PROFILE_VS_6_6 = "vs_6_6";
|
||||
|
||||
private readonly ID3D12Device14* _device;
|
||||
|
||||
private readonly Dictionary<Shader, D3D12ShaderPipeline> _shaderPipelines;
|
||||
@@ -55,8 +51,8 @@ internal unsafe class D3D12PipelineStateController : IPipelineStateController, I
|
||||
{
|
||||
foreach (var kvp in _shaderPipelines)
|
||||
{
|
||||
var vsResult = D3D12ShaderCompiler.CompileDXC(kvp.Key, _VS_ENTRY_POINT, _PROFILE_VS_6_6);
|
||||
var psResult = D3D12ShaderCompiler.CompileDXC(kvp.Key, _PS_ENTRY_POINT, _PROFILE_VS_6_6);
|
||||
var vsResult = D3D12ShaderCompiler.Compile(kvp.Key, D3D12ShaderCompiler.ShaderStage.VertexShader, D3D12ShaderCompiler.CompilerVersion.SM_6_6);
|
||||
var psResult = D3D12ShaderCompiler.Compile(kvp.Key, D3D12ShaderCompiler.ShaderStage.PixelShader, D3D12ShaderCompiler.CompilerVersion.SM_6_6);
|
||||
|
||||
kvp.Value.vsResult = vsResult;
|
||||
kvp.Value.psResult = psResult;
|
||||
|
||||
@@ -7,7 +7,6 @@ using Win32.Graphics.Direct3D12;
|
||||
using Win32.Graphics.Dxgi;
|
||||
using Win32.Graphics.Dxgi.Common;
|
||||
using static Win32.Graphics.D3D12MemoryAllocator.Apis;
|
||||
using ResourceHandle = Ghost.Graphics.Data.ResourceHandle;
|
||||
|
||||
namespace Ghost.Graphics.D3D12;
|
||||
|
||||
@@ -43,8 +42,12 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator<ID3D12Resource
|
||||
private const uint _MAX_TEXTURE2D_DIMENSION = 16384u;
|
||||
private const uint _MAX_TEXTURE3D_DIMENSION = 2048u;
|
||||
|
||||
private readonly RenderSystem _renderSystem;
|
||||
private readonly ID3D12Device14* _device;
|
||||
|
||||
private readonly Allocator _allocator;
|
||||
private readonly RenderSystem _renderSystem;
|
||||
private readonly D3D12DescriptorAllocator _descriptorAllocator;
|
||||
|
||||
private UnsafeList<AllocationInfo> _allocations = new(64, Misaki.HighPerformance.LowLevel.Buffer.Allocator.Persistent);
|
||||
private UnsafeQueue<int> _freeSlots = new(64, Misaki.HighPerformance.LowLevel.Buffer.Allocator.Persistent);
|
||||
private UnsafeQueue<ResourceHandle> _temResources = new(64, Misaki.HighPerformance.LowLevel.Buffer.Allocator.Persistent);
|
||||
@@ -60,10 +63,8 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator<ID3D12Resource
|
||||
}
|
||||
}
|
||||
|
||||
public D3D12ResourceAllocator(D3D12RenderDevice device, RenderSystem renderSystem)
|
||||
public D3D12ResourceAllocator(RenderSystem renderSystem, D3D12RenderDevice device, D3D12DescriptorAllocator descriptorAllocator)
|
||||
{
|
||||
_renderSystem = renderSystem;
|
||||
|
||||
var desc = new AllocatorDesc
|
||||
{
|
||||
pAdapter = (IDXGIAdapter*)device.Adapter,
|
||||
@@ -72,6 +73,10 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator<ID3D12Resource
|
||||
};
|
||||
|
||||
CreateAllocator(in desc, out _allocator);
|
||||
|
||||
_device = device.NativeDevice;
|
||||
_renderSystem = renderSystem;
|
||||
_descriptorAllocator = descriptorAllocator;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
@@ -173,13 +178,55 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator<ID3D12Resource
|
||||
Allocation allocation = default;
|
||||
ThrowIfFailed(_allocator.CreateResource(&allocationDesc, in resourceDescription, initialState, null, &allocation, IID_NULL, null));
|
||||
|
||||
return new(TrackResource(in allocation, tempResource));
|
||||
var handle = TrackResource(in allocation, tempResource);
|
||||
|
||||
if (desc.Usage.HasFlag(BufferUsage.ShaderResource) && desc.CreationFlags.HasFlag(BufferCreationFlags.Bindless))
|
||||
{
|
||||
var isRaw = desc.Usage.HasFlag(BufferUsage.Raw);
|
||||
|
||||
var descriptorHandle = _descriptorAllocator.AllocateBindless();
|
||||
|
||||
var srvDesc = new ShaderResourceViewDescription
|
||||
{
|
||||
ViewDimension = SrvDimension.Buffer,
|
||||
Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING
|
||||
};
|
||||
|
||||
if (isRaw)
|
||||
{
|
||||
srvDesc.Format = Format.R32Typeless;
|
||||
srvDesc.Buffer.FirstElement = 0;
|
||||
srvDesc.Buffer.NumElements = (uint)(desc.Size / 4);
|
||||
srvDesc.Buffer.StructureByteStride = 0;
|
||||
srvDesc.Buffer.Flags = BufferSrvFlags.Raw;
|
||||
}
|
||||
else
|
||||
{
|
||||
srvDesc.Format = Format.Unknown;
|
||||
srvDesc.Buffer.FirstElement = 0;
|
||||
srvDesc.Buffer.NumElements = (uint)(desc.Size / desc.Stride);
|
||||
srvDesc.Buffer.StructureByteStride = desc.Stride;
|
||||
srvDesc.Buffer.Flags = BufferSrvFlags.None;
|
||||
}
|
||||
|
||||
_device->CreateShaderResourceView(allocation.Resource, &srvDesc, _descriptorAllocator.GetCpuHandle(descriptorHandle));
|
||||
|
||||
return new(handle, descriptorHandle);
|
||||
}
|
||||
|
||||
return new(handle);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public BufferHandle CreateUploadBuffer(uint sizeInBytes, bool tempResource = false)
|
||||
{
|
||||
var desc = new BufferDesc(sizeInBytes, BufferUsage.Upload, MemoryType.Upload);
|
||||
var desc = new BufferDesc
|
||||
{
|
||||
Size = sizeInBytes,
|
||||
Usage = BufferUsage.Upload,
|
||||
MemoryType = MemoryType.Upload
|
||||
};
|
||||
|
||||
return CreateBufferHandle(in desc, tempResource);
|
||||
}
|
||||
|
||||
|
||||
@@ -11,6 +11,20 @@ namespace Ghost.Graphics.D3D12;
|
||||
|
||||
internal unsafe static class D3D12ShaderCompiler
|
||||
{
|
||||
public enum CompilerVersion
|
||||
{
|
||||
SM_6_6,
|
||||
SM_7_0
|
||||
}
|
||||
|
||||
public enum ShaderStage
|
||||
{
|
||||
VertexShader,
|
||||
PixelShader,
|
||||
MeshShader,
|
||||
ComputeShader
|
||||
}
|
||||
|
||||
public struct CompileResult : IDisposable
|
||||
{
|
||||
public UnsafeArray<byte> bytecode;
|
||||
@@ -23,7 +37,35 @@ internal unsafe static class D3D12ShaderCompiler
|
||||
}
|
||||
}
|
||||
|
||||
public static CompileResult CompileDXC(Shader shader, string entryPoint, string profile)
|
||||
private static string GetProfileString(ShaderStage stage, CompilerVersion version)
|
||||
{
|
||||
return (stage, version) switch
|
||||
{
|
||||
(ShaderStage.VertexShader, CompilerVersion.SM_6_6) => "vs_6_6",
|
||||
(ShaderStage.PixelShader, CompilerVersion.SM_6_6) => "ps_6_6",
|
||||
(ShaderStage.MeshShader, CompilerVersion.SM_6_6) => "ms_6_6",
|
||||
(ShaderStage.ComputeShader, CompilerVersion.SM_6_6) => "cs_6_6",
|
||||
(ShaderStage.VertexShader, CompilerVersion.SM_7_0) => "vs_7_0",
|
||||
(ShaderStage.PixelShader, CompilerVersion.SM_7_0) => "ps_7_0",
|
||||
(ShaderStage.MeshShader, CompilerVersion.SM_7_0) => "ms_7_0",
|
||||
(ShaderStage.ComputeShader, CompilerVersion.SM_7_0) => "cs_7_0",
|
||||
_ => throw new ArgumentOutOfRangeException(nameof(stage), "Unsupported shader stage or compiler version")
|
||||
};
|
||||
}
|
||||
|
||||
private static string GetEntryPoint(ShaderStage stage)
|
||||
{
|
||||
return stage switch
|
||||
{
|
||||
ShaderStage.VertexShader => "VSMain",
|
||||
ShaderStage.PixelShader => "PSMain",
|
||||
ShaderStage.MeshShader => "MSMain",
|
||||
ShaderStage.ComputeShader => "CSMain",
|
||||
_ => throw new ArgumentOutOfRangeException(nameof(stage), "Unsupported shader stage")
|
||||
};
|
||||
}
|
||||
|
||||
public static CompileResult Compile(Shader shader, ShaderStage stage, CompilerVersion version)
|
||||
{
|
||||
using ComPtr<IDxcCompiler3> compiler = default;
|
||||
using ComPtr<IDxcUtils> utils = default;
|
||||
@@ -43,12 +85,12 @@ internal unsafe static class D3D12ShaderCompiler
|
||||
// Prepare compilation arguments - NOTE: NO -Qstrip_reflect to keep reflection data
|
||||
var argsArray = new string[]
|
||||
{
|
||||
"-T", profile, // Target profile (vs_6_6, ps_6_6)
|
||||
"-E", entryPoint, // Entry point
|
||||
"-HV", "2021", // HLSL version 2021 (required for SM 6.6)
|
||||
"-enable-16bit-types", // Enable 16-bit types
|
||||
"-O3", // Optimization level
|
||||
"-Qstrip_debug" // Strip debug info but KEEP reflection
|
||||
"-T", GetProfileString(stage, version), // Target profile (vs_6_6, ps_6_6)
|
||||
"-E", GetEntryPoint(stage), // Entry point
|
||||
"-HV", "2021", // HLSL version 2021 (required for SM 6.6)
|
||||
"-enable-16bit-types", // Enable 16-bit types
|
||||
"-O3", // Optimization level
|
||||
"-Qstrip_debug" // Strip debug info but KEEP reflection
|
||||
};
|
||||
|
||||
// Convert to wide strings (DXC expects LPCWSTR)
|
||||
|
||||
@@ -1,132 +0,0 @@
|
||||
using Win32.Graphics.Direct3D12;
|
||||
|
||||
namespace Ghost.Graphics.D3D12;
|
||||
|
||||
/// <summary>
|
||||
/// Implementation of render target view (RTV) descriptor.
|
||||
/// </summary>
|
||||
public readonly struct RenderTargetDescriptor
|
||||
{
|
||||
public uint Index
|
||||
{
|
||||
get;
|
||||
}
|
||||
|
||||
public CpuDescriptorHandle CpuHandle
|
||||
{
|
||||
get;
|
||||
}
|
||||
|
||||
public RenderTargetDescriptor(uint index, CpuDescriptorHandle cpuHandle)
|
||||
{
|
||||
Index = index;
|
||||
CpuHandle = cpuHandle;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Implementation of depth stencil view (DSV) descriptor.
|
||||
/// </summary>
|
||||
public readonly struct DepthStencilDescriptor
|
||||
{
|
||||
public uint Index
|
||||
{
|
||||
get;
|
||||
}
|
||||
|
||||
public CpuDescriptorHandle CpuHandle
|
||||
{
|
||||
get;
|
||||
}
|
||||
|
||||
public DepthStencilDescriptor(uint index, CpuDescriptorHandle cpuHandle)
|
||||
{
|
||||
Index = index;
|
||||
CpuHandle = cpuHandle;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Implementation of shader resource view (SRV) descriptor.
|
||||
/// </summary>
|
||||
public sealed class ShaderResourceDescriptor
|
||||
{
|
||||
public uint Index
|
||||
{
|
||||
get;
|
||||
}
|
||||
|
||||
public CpuDescriptorHandle CpuHandle
|
||||
{
|
||||
get;
|
||||
}
|
||||
|
||||
public GpuDescriptorHandle GpuHandle
|
||||
{
|
||||
get;
|
||||
}
|
||||
|
||||
public ShaderResourceDescriptor(uint index, CpuDescriptorHandle cpuHandle, GpuDescriptorHandle gpuHandle)
|
||||
{
|
||||
Index = index;
|
||||
CpuHandle = cpuHandle;
|
||||
GpuHandle = gpuHandle;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Implementation of sampler descriptor.
|
||||
/// </summary>
|
||||
public sealed class SamplerDescriptor
|
||||
{
|
||||
public uint Index
|
||||
{
|
||||
get;
|
||||
}
|
||||
|
||||
public CpuDescriptorHandle CpuHandle
|
||||
{
|
||||
get;
|
||||
}
|
||||
|
||||
public GpuDescriptorHandle GpuHandle
|
||||
{
|
||||
get;
|
||||
}
|
||||
|
||||
public SamplerDescriptor(uint index, CpuDescriptorHandle cpuHandle, GpuDescriptorHandle gpuHandle)
|
||||
{
|
||||
Index = index;
|
||||
CpuHandle = cpuHandle;
|
||||
GpuHandle = gpuHandle;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Implementation of bindless descriptor for SM 6.6 rendering.
|
||||
/// This descriptor maintains a 1:1 relationship between allocation indices and shader indices.
|
||||
/// </summary>
|
||||
public sealed class BindlessDescriptor
|
||||
{
|
||||
public uint Index
|
||||
{
|
||||
get;
|
||||
}
|
||||
|
||||
public CpuDescriptorHandle CpuHandle
|
||||
{
|
||||
get;
|
||||
}
|
||||
|
||||
public GpuDescriptorHandle GpuHandle
|
||||
{
|
||||
get;
|
||||
}
|
||||
|
||||
public BindlessDescriptor(uint index, CpuDescriptorHandle cpuHandle, GpuDescriptorHandle gpuHandle)
|
||||
{
|
||||
Index = index;
|
||||
CpuHandle = cpuHandle;
|
||||
GpuHandle = gpuHandle;
|
||||
}
|
||||
}
|
||||
@@ -64,7 +64,7 @@ internal unsafe class Renderer
|
||||
commandAllocator.Dispose();
|
||||
commandList.Dispose();
|
||||
backBuffer.Dispose();
|
||||
GraphicsPipeline.DescriptorAllocator.ReleaseRTV(rtvDescriptor);
|
||||
GraphicsPipeline.DescriptorAllocator.Release(rtvDescriptor);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -226,7 +226,7 @@ internal unsafe class Renderer
|
||||
if (frameResource.backBuffer.Get() is not null)
|
||||
{
|
||||
var c = frameResource.backBuffer.Reset();
|
||||
GraphicsPipeline.DescriptorAllocator.ReleaseRTV(frameResource.rtvDescriptor);
|
||||
GraphicsPipeline.DescriptorAllocator.Release(frameResource.rtvDescriptor);
|
||||
}
|
||||
|
||||
frameResource.fenceValue = _frameResources[_backBufferIndex].fenceValue;
|
||||
|
||||
@@ -10,7 +10,7 @@ namespace Ghost.Graphics.D3D12.Utilities;
|
||||
/// Specialized descriptor heap allocator for SM 6.6 bindless rendering with ResourceDescriptorHeap[index].
|
||||
/// This allocator maintains a 1:1 relationship between allocation indices and shader indices.
|
||||
/// </summary>
|
||||
internal unsafe struct BindlessDescriptorHeapAllocator : IDisposable
|
||||
internal unsafe struct BindlessDescriptorHeap : IDisposable
|
||||
{
|
||||
private const DescriptorIndex _INVALID_DESCRIPTOR_INDEX = ~0u;
|
||||
|
||||
@@ -42,7 +42,7 @@ internal unsafe struct BindlessDescriptorHeapAllocator : IDisposable
|
||||
|
||||
public readonly ConstPtr<ID3D12DescriptorHeap> BindlessHeap => new(_bindlessHeap.Get());
|
||||
|
||||
public BindlessDescriptorHeapAllocator(ComPtr<ID3D12Device14> device, uint numDescriptors = 10000)
|
||||
public BindlessDescriptorHeap(ComPtr<ID3D12Device14> device, uint numDescriptors = 10000)
|
||||
{
|
||||
_device = device;
|
||||
device.Get()->AddRef();
|
||||
@@ -67,7 +67,6 @@ internal unsafe struct BindlessDescriptorHeapAllocator : IDisposable
|
||||
// Try to grow the heap
|
||||
if (!Grow(NumDescriptors * 2))
|
||||
{
|
||||
Debug.WriteLine("ERROR: Failed to grow bindless descriptor heap!");
|
||||
return _INVALID_DESCRIPTOR_INDEX;
|
||||
}
|
||||
}
|
||||
@@ -88,7 +87,6 @@ internal unsafe struct BindlessDescriptorHeapAllocator : IDisposable
|
||||
var newSize = Math.Max(NumDescriptors * 2, NumDescriptors + count);
|
||||
if (!Grow(newSize))
|
||||
{
|
||||
Debug.WriteLine("ERROR: Failed to grow bindless descriptor heap!");
|
||||
return _INVALID_DESCRIPTOR_INDEX;
|
||||
}
|
||||
}
|
||||
@@ -110,7 +108,6 @@ internal unsafe struct BindlessDescriptorHeapAllocator : IDisposable
|
||||
{
|
||||
if (index >= NumDescriptors)
|
||||
{
|
||||
Debug.WriteLine("Error: Attempted to release an invalid descriptor index");
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -128,7 +125,6 @@ internal unsafe struct BindlessDescriptorHeapAllocator : IDisposable
|
||||
var index = baseIndex + i;
|
||||
if (index >= NumDescriptors)
|
||||
{
|
||||
Debug.WriteLine("Error: Attempted to release an invalid descriptor index");
|
||||
continue;
|
||||
}
|
||||
|
||||
@@ -139,19 +135,19 @@ internal unsafe struct BindlessDescriptorHeapAllocator : IDisposable
|
||||
}
|
||||
}
|
||||
|
||||
public CpuDescriptorHandle GetCpuHandle(DescriptorIndex index)
|
||||
public readonly CpuDescriptorHandle GetCpuHandle(DescriptorIndex index)
|
||||
{
|
||||
var handle = _startCpuHandle;
|
||||
return handle.Offset((int)index, _stride);
|
||||
}
|
||||
|
||||
public GpuDescriptorHandle GetGpuHandle(DescriptorIndex index)
|
||||
public readonly GpuDescriptorHandle GetGpuHandle(DescriptorIndex index)
|
||||
{
|
||||
var handle = _startGpuHandle;
|
||||
return handle.Offset((int)index, _stride);
|
||||
}
|
||||
|
||||
public GpuDescriptorHandle GetGpuHandleStart()
|
||||
public readonly GpuDescriptorHandle GetGpuHandleStart()
|
||||
{
|
||||
return _startGpuHandle;
|
||||
}
|
||||
@@ -6,11 +6,11 @@ using DescriptorIndex = System.UInt32;
|
||||
|
||||
namespace Ghost.Graphics.D3D12.Utilities;
|
||||
|
||||
internal unsafe struct DescriptorHeapAllocator : IDisposable
|
||||
internal unsafe struct D3D12DescriptorHeap : IDisposable
|
||||
{
|
||||
private const DescriptorIndex _INVALID_DESCRIPTOR_INDEX = ~0u;
|
||||
|
||||
private ComPtr<ID3D12Device14> _device;
|
||||
private readonly ID3D12Device14* _pDevice;
|
||||
|
||||
private ComPtr<ID3D12DescriptorHeap> _heap;
|
||||
private ComPtr<ID3D12DescriptorHeap> _shaderVisibleHeap;
|
||||
@@ -50,15 +50,14 @@ internal unsafe struct DescriptorHeapAllocator : IDisposable
|
||||
public readonly ID3D12DescriptorHeap* Heap => _heap.Get();
|
||||
public readonly ID3D12DescriptorHeap* ShaderVisibleHeap => _shaderVisibleHeap.Get();
|
||||
|
||||
public DescriptorHeapAllocator(string name, ComPtr<ID3D12Device14> device, DescriptorHeapType type, uint numDescriptors)
|
||||
public D3D12DescriptorHeap(string name, ID3D12Device14* device, DescriptorHeapType type, uint numDescriptors)
|
||||
{
|
||||
_device = device;
|
||||
device.Get()->AddRef();
|
||||
_pDevice = device;
|
||||
|
||||
HeapType = type;
|
||||
NumDescriptors = numDescriptors;
|
||||
ShaderVisible = type == DescriptorHeapType.CbvSrvUav || type == DescriptorHeapType.Sampler;
|
||||
Stride = device.Get()->GetDescriptorHandleIncrementSize(type);
|
||||
Stride = device->GetDescriptorHandleIncrementSize(type);
|
||||
|
||||
var success = AllocateResources(numDescriptors);
|
||||
Debug.Assert(success);
|
||||
@@ -154,27 +153,27 @@ internal unsafe struct DescriptorHeapAllocator : IDisposable
|
||||
}
|
||||
}
|
||||
|
||||
public CpuDescriptorHandle GetCpuHandle(DescriptorIndex index)
|
||||
public readonly CpuDescriptorHandle GetCpuHandle(DescriptorIndex index)
|
||||
{
|
||||
var handle = _startCpuHandle;
|
||||
return handle.Offset((int)index, Stride);
|
||||
}
|
||||
|
||||
public CpuDescriptorHandle GetCpuHandleShaderVisible(DescriptorIndex index)
|
||||
public readonly CpuDescriptorHandle GetCpuHandleShaderVisible(DescriptorIndex index)
|
||||
{
|
||||
var handle = _startCpuHandleShaderVisible;
|
||||
return handle.Offset((int)index, Stride);
|
||||
}
|
||||
|
||||
public GpuDescriptorHandle GetGpuHandle(DescriptorIndex index)
|
||||
public readonly GpuDescriptorHandle GetGpuHandle(DescriptorIndex index)
|
||||
{
|
||||
var handle = _startGpuHandleShaderVisible;
|
||||
return handle.Offset((int)index, Stride);
|
||||
}
|
||||
|
||||
public void CopyToShaderVisibleHeap(DescriptorIndex index, uint count = 1)
|
||||
public readonly void CopyToShaderVisibleHeap(DescriptorIndex index, uint count = 1)
|
||||
{
|
||||
_device.Get()->CopyDescriptorsSimple(count, GetCpuHandleShaderVisible(index), GetCpuHandle(index), HeapType);
|
||||
_pDevice->CopyDescriptorsSimple(count, GetCpuHandleShaderVisible(index), GetCpuHandle(index), HeapType);
|
||||
}
|
||||
|
||||
private bool AllocateResources(uint numDescriptors)
|
||||
@@ -193,7 +192,7 @@ internal unsafe struct DescriptorHeapAllocator : IDisposable
|
||||
|
||||
fixed (void* heapPtr = &_heap)
|
||||
{
|
||||
var hr = _device.Get()->CreateDescriptorHeap(&heapDesc, __uuidof<ID3D12DescriptorHeap>(), (void**)heapPtr);
|
||||
var hr = _pDevice->CreateDescriptorHeap(&heapDesc, __uuidof<ID3D12DescriptorHeap>(), (void**)heapPtr);
|
||||
if (hr.Failure)
|
||||
{
|
||||
return false;
|
||||
@@ -209,7 +208,7 @@ internal unsafe struct DescriptorHeapAllocator : IDisposable
|
||||
|
||||
fixed (void* heapPtr = &_shaderVisibleHeap)
|
||||
{
|
||||
var hr = _device.Get()->CreateDescriptorHeap(&heapDesc, __uuidof<ID3D12DescriptorHeap>(), (void**)heapPtr);
|
||||
var hr = _pDevice->CreateDescriptorHeap(&heapDesc, __uuidof<ID3D12DescriptorHeap>(), (void**)heapPtr);
|
||||
if (hr.Failure)
|
||||
{
|
||||
return false;
|
||||
@@ -235,11 +234,11 @@ internal unsafe struct DescriptorHeapAllocator : IDisposable
|
||||
return false;
|
||||
}
|
||||
|
||||
_device.Get()->CopyDescriptorsSimple(oldSize, _startCpuHandle, oldHeap.Get()->GetCPUDescriptorHandleForHeapStart(), HeapType);
|
||||
_pDevice->CopyDescriptorsSimple(oldSize, _startCpuHandle, oldHeap.Get()->GetCPUDescriptorHandleForHeapStart(), HeapType);
|
||||
|
||||
if (_shaderVisibleHeap.Get() is not null)
|
||||
{
|
||||
_device.Get()->CopyDescriptorsSimple(oldSize, _startCpuHandleShaderVisible, oldHeap.Get()->GetCPUDescriptorHandleForHeapStart(), HeapType);
|
||||
_pDevice->CopyDescriptorsSimple(oldSize, _startCpuHandleShaderVisible, oldHeap.Get()->GetCPUDescriptorHandleForHeapStart(), HeapType);
|
||||
}
|
||||
|
||||
return true;
|
||||
@@ -248,8 +247,6 @@ internal unsafe struct DescriptorHeapAllocator : IDisposable
|
||||
/// <inheritdoc />
|
||||
public void Dispose()
|
||||
{
|
||||
_device.Dispose();
|
||||
|
||||
_heap.Dispose();
|
||||
_shaderVisibleHeap.Dispose();
|
||||
}
|
||||
Reference in New Issue
Block a user