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:
2025-09-13 20:07:29 +09:00
parent 1dfed83e38
commit 74bb2ccda5
23 changed files with 561 additions and 403 deletions

View File

@@ -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;
}

View File

@@ -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();
}