Refactor and enhance rendering pipeline
- Added new C# formatting rules in .editorconfig. - Introduced `IKeyType`, `Key<T>`, and `Ptr<T>` structs. - Updated `Result` and `Result<T>` for implicit conversions. - Added AOT compatibility to project files. - Introduced a `Camera` class and refactored namespaces. - Enhanced rendering with bindless support and pipeline state management. - Refactored `D3D12CommandBuffer` for new rendering features. - Improved `D3D12PipelineLibrary` with disk caching methods. - Added support for UAVs and raw buffers in `D3D12ResourceAllocator`. - Improved shader compilation and reflection in `D3D12ShaderCompiler`. - Refactored descriptor heap and swap chain initialization. - Added enums and structs for rendering configurations. - Expanded `ICommandBuffer` and `IPipelineLibrary` interfaces. - Updated `MeshRenderPass` to align with the new pipeline. - Consolidated namespaces and improved code maintainability.
This commit is contained in:
@@ -1,15 +1,16 @@
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using Ghost.Core;
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using Ghost.Core.Utilities;
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using Ghost.Graphics.D3D12.Utilities;
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using Ghost.Graphics.Data;
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using Ghost.Graphics.RHI;
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using Misaki.HighPerformance.LowLevel.Utilities;
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using System.Runtime.CompilerServices;
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using TerraFX.Interop.DirectX;
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using TerraFX.Interop.Windows;
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using static TerraFX.Aliases.D3D_Alias;
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using static TerraFX.Aliases.D3D12_Alias;
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using static TerraFX.Aliases.D3D_Alias;
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using static TerraFX.Aliases.DXGI_Alias;
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using Ghost.Core.Graphics;
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using Ghost.Graphics.Core;
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namespace Ghost.Graphics.D3D12;
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@@ -26,17 +27,26 @@ internal unsafe class D3D12CommandBuffer : ICommandBuffer
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private readonly D3D12ResourceAllocator _resourceAllocator;
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private readonly D3D12DescriptorAllocator _descriptorAllocator;
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private string _name;
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private readonly CommandBufferType _type;
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private ushort _commandCount;
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private bool _isRecording;
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private bool _disposed;
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public CommandBufferType Type => _type;
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public ID3D12GraphicsCommandList10* NativeCommandList => _commandList.Get();
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public CommandBufferType Type => _type;
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public bool IsEmpty => _commandCount == 0;
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public string Name
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{
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get => _name;
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set
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{
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_name = value;
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_commandList.Get()->SetName(value);
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}
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}
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public D3D12CommandBuffer(
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D3D12RenderDevice device,
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D3D12PipelineLibrary stateController,
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@@ -45,11 +55,18 @@ internal unsafe class D3D12CommandBuffer : ICommandBuffer
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D3D12DescriptorAllocator descriptorAllocator,
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CommandBufferType type)
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{
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_name = string.Empty;
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_type = type;
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ID3D12CommandAllocator* pAllocator = default;
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ID3D12GraphicsCommandList10* pCommandList = default;
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var commandListType = ConvertCommandBufferType(type);
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device.NativeDevice->CreateCommandAllocator(commandListType, __uuidof<ID3D12CommandAllocator>(), _allocator.GetVoidAddressOf());
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device.NativeDevice->CreateCommandList1(0u, commandListType, D3D12_COMMAND_LIST_FLAG_NONE, __uuidof<ID3D12GraphicsCommandList10>(), _commandList.GetVoidAddressOf());
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device.NativeDevice->CreateCommandAllocator(commandListType, __uuidof(pAllocator), (void**)&pAllocator);
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device.NativeDevice->CreateCommandList1(0u, commandListType, D3D12_COMMAND_LIST_FLAG_NONE, __uuidof(pCommandList), (void**)&pCommandList);
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_allocator.Attach(pAllocator);
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_commandList.Attach(pCommandList);
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_pipelineLibrary = stateController;
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_resourceDatabase = resourceDatabase;
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@@ -89,6 +106,20 @@ internal unsafe class D3D12CommandBuffer : ICommandBuffer
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public void Begin()
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{
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void ResetCommandList()
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{
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ThrowIfFailed(_allocator.Get()->Reset());
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ThrowIfFailed(_commandList.Get()->Reset(_allocator.Get(), null));
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}
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void SetBindlessHeap()
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{
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var heaps = stackalloc ID3D12DescriptorHeap*[2];
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heaps[0] = _descriptorAllocator.GetCbvSrvUavHeap(); // Bindless resource heap
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heaps[1] = _descriptorAllocator.GetSamplerHeap(); // Bindless sampler heap
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_commandList.Get()->SetDescriptorHeaps(2, heaps);
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}
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ThrowIfDisposed();
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if (_isRecording)
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@@ -96,8 +127,9 @@ internal unsafe class D3D12CommandBuffer : ICommandBuffer
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throw new InvalidOperationException("Command buffer is already recording");
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}
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_allocator.Get()->Reset();
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_commandList.Get()->Reset(_allocator.Get(), null);
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ResetCommandList();
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SetBindlessHeap();
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_commandCount = 0;
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_isRecording = true;
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}
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@@ -111,58 +143,6 @@ internal unsafe class D3D12CommandBuffer : ICommandBuffer
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_isRecording = false;
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}
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public void SetRenderTargets(ReadOnlySpan<Handle<Texture>> renderTargets, Handle<Texture> depthTarget)
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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IncrementCommandCount();
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var rtvHandles = stackalloc D3D12_CPU_DESCRIPTOR_HANDLE[renderTargets.Length];
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for (var i = 0; i < renderTargets.Length; i++)
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{
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var handle = renderTargets[i];
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if (!handle.IsValid)
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{
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throw new ArgumentException($"Render target at index {i} is not a valid texture handle");
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}
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var descriptor = _resourceDatabase.GetResourceInfo(handle.AsResource()).viewGroup;
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rtvHandles[i] = _descriptorAllocator.GetCpuHandle(descriptor.rtv);
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}
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var dsvHandle = stackalloc D3D12_CPU_DESCRIPTOR_HANDLE[depthTarget.IsValid ? 1 : 0];
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if (dsvHandle != null)
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{
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*dsvHandle = _descriptorAllocator.GetCpuHandle(_resourceDatabase.GetResourceInfo(depthTarget.AsResource()).viewGroup.dsv);
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}
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_commandList.Get()->OMSetRenderTargets((uint)renderTargets.Length, rtvHandles, FALSE, dsvHandle);
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}
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public void BeginRenderPass(Handle<Texture> renderTarget, Handle<Texture> depthTarget, Color128 clearColor)
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{
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// TODO: Implement render pass begin
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}
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public void EndRenderPass()
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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IncrementCommandCount();
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_commandList.Get()->EndRenderPass();
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}
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public void SetViewport(ViewportDesc viewport)
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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IncrementCommandCount();
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var d3d12Viewport = new D3D12_VIEWPORT(viewport.width, viewport.height, viewport.x, viewport.y, viewport.minDepth, viewport.maxDepth);
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_commandList.Get()->RSSetViewports(1, &d3d12Viewport);
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}
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public void SetScissorRect(RectDesc rect)
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{
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ThrowIfDisposed();
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@@ -186,16 +166,141 @@ internal unsafe class D3D12CommandBuffer : ICommandBuffer
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_commandList.Get()->ResourceBarrier(1, &barrier);
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}
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public void SetRootSignature(IRootSignature rootSignature)
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public void SetRenderTargets(ReadOnlySpan<Handle<Texture>> renderTargets, Handle<Texture> depthTarget)
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{
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// TODO: Implement root signature setting
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throw new NotImplementedException();
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ThrowIfDisposed();
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ThrowIfNotRecording();
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IncrementCommandCount();
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var pRtvHandles = stackalloc D3D12_CPU_DESCRIPTOR_HANDLE[renderTargets.Length];
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for (var i = 0; i < renderTargets.Length; i++)
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{
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var handle = renderTargets[i];
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if (!handle.IsValid)
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{
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throw new ArgumentException($"Render target at index {i} is not a valid texture handle");
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}
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var descriptor = _resourceDatabase.GetResourceInfo(handle.AsResource()).viewGroup;
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pRtvHandles[i] = _descriptorAllocator.GetCpuHandle(descriptor.rtv);
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}
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var pDsvHandle = stackalloc D3D12_CPU_DESCRIPTOR_HANDLE[depthTarget.IsValid ? 1 : 0];
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if (pDsvHandle != null)
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{
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pDsvHandle[0] = _descriptorAllocator.GetCpuHandle(_resourceDatabase.GetResourceInfo(depthTarget.AsResource()).viewGroup.dsv);
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}
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_commandList.Get()->OMSetRenderTargets((uint)renderTargets.Length, pRtvHandles, FALSE, pDsvHandle);
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}
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public void SetPipelineState(IShaderPipeline pipelineState)
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public void BeginRenderPass(ReadOnlySpan<PassRenderTargetDesc> rtDescs, PassDepthStencilDesc depthDesc, bool allowUAVWrites = false)
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{
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// TODO: Implement pipeline state setting
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throw new NotImplementedException();
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// TODO: Implement render pass begin
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var pRtvDescs = stackalloc D3D12_RENDER_PASS_RENDER_TARGET_DESC[rtDescs.Length];
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for (var i = 0; i < rtDescs.Length; i++)
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{
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var rtDesc = rtDescs[i];
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if (!rtDesc.texture.IsValid)
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{
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throw new ArgumentException($"Render target at index {i} is not a valid texture handle");
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}
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var resourceInfo = _resourceDatabase.GetResourceInfo(rtDesc.texture.AsResource());
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var cpuHandle = _descriptorAllocator.GetCpuHandle(resourceInfo.viewGroup.rtv);
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var desc = new D3D12_RENDER_PASS_RENDER_TARGET_DESC
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{
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cpuDescriptor = cpuHandle,
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BeginningAccess = new D3D12_RENDER_PASS_BEGINNING_ACCESS
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{
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Type = D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_CLEAR,
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Clear = new D3D12_RENDER_PASS_BEGINNING_ACCESS_CLEAR_PARAMETERS
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{
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ClearValue = new D3D12_CLEAR_VALUE
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{
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Format = resourceInfo.desc.textureDescription.Format.ToDXGIFormat(),
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}
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}
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}
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};
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desc.BeginningAccess.Clear.ClearValue.Color[0] = rtDesc.clearColor.r;
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desc.BeginningAccess.Clear.ClearValue.Color[1] = rtDesc.clearColor.g;
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desc.BeginningAccess.Clear.ClearValue.Color[2] = rtDesc.clearColor.b;
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desc.BeginningAccess.Clear.ClearValue.Color[3] = rtDesc.clearColor.a;
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pRtvDescs[i] = desc;
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}
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var pDsvDesc = stackalloc D3D12_RENDER_PASS_DEPTH_STENCIL_DESC[depthDesc.texture.IsValid ? 1 : 0];
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if (pDsvDesc != null)
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{
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var resourceInfo = _resourceDatabase.GetResourceInfo(depthDesc.texture.AsResource());
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var cpuHandle = _descriptorAllocator.GetCpuHandle(resourceInfo.viewGroup.dsv);
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var desc = new D3D12_RENDER_PASS_DEPTH_STENCIL_DESC
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{
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cpuDescriptor = cpuHandle,
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DepthBeginningAccess = new D3D12_RENDER_PASS_BEGINNING_ACCESS
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{
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Type = D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_CLEAR,
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Clear = new D3D12_RENDER_PASS_BEGINNING_ACCESS_CLEAR_PARAMETERS
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{
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ClearValue = new D3D12_CLEAR_VALUE
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{
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Format = resourceInfo.desc.textureDescription.Format.ToDXGIFormat(),
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DepthStencil = new D3D12_DEPTH_STENCIL_VALUE
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{
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Depth = depthDesc.clearDepth,
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Stencil = depthDesc.clearStencil
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}
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}
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}
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}
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};
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pDsvDesc[0] = desc;
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}
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_commandList.Get()->BeginRenderPass((uint)rtDescs.Length, pRtvDescs, pDsvDesc,
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allowUAVWrites ? D3D12_RENDER_PASS_FLAG_ALLOW_UAV_WRITES : D3D12_RENDER_PASS_FLAG_NONE);
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}
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public void EndRenderPass()
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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IncrementCommandCount();
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_commandList.Get()->EndRenderPass();
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}
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public void SetViewport(ViewportDesc viewport)
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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IncrementCommandCount();
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var d3d12Viewport = new D3D12_VIEWPORT(viewport.width, viewport.height, viewport.x, viewport.y, viewport.minDepth, viewport.maxDepth);
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_commandList.Get()->RSSetViewports(1, &d3d12Viewport);
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}
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public void SetPipelineState(GraphicsPipelineKey pipelineKey)
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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IncrementCommandCount();
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var shaderPipeline = _pipelineLibrary.LoadGraphicsPSO(pipelineKey).GetValueOrThrow();
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_commandList.Get()->SetPipelineState(shaderPipeline.value);
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}
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public void SetConstantBufferView(uint slot, Handle<GraphicsBuffer> buffer)
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{
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var resource = _resourceDatabase.GetResource(buffer.AsResource());
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_commandList.Get()->SetGraphicsRootConstantBufferView(RootSignatureLayout.PER_MATERIAL_BUFFER_SLOT, resource->GetGPUVirtualAddress());
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}
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public void SetVertexBuffer(uint slot, Handle<GraphicsBuffer> buffer, ulong offset = 0)
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@@ -232,6 +337,19 @@ internal unsafe class D3D12CommandBuffer : ICommandBuffer
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_commandList.Get()->IASetIndexBuffer(&ibView);
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}
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public void SetPrimitiveTopology(PrimitiveTopology topology)
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{
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var d3d12Topology = topology switch
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{
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PrimitiveTopology.Point => D3D_PRIMITIVE_TOPOLOGY_POINTLIST,
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PrimitiveTopology.Line => D3D_PRIMITIVE_TOPOLOGY_LINELIST,
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PrimitiveTopology.Triangle => D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
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_ => D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST
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};
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_commandList.Get()->IASetPrimitiveTopology(d3d12Topology);
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}
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public void Draw(uint vertexCount, uint instanceCount = 1, uint startVertex = 0, uint startInstance = 0)
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{
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ThrowIfDisposed();
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@@ -250,55 +368,7 @@ internal unsafe class D3D12CommandBuffer : ICommandBuffer
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_commandList.Get()->DrawIndexedInstanced(indexCount, instanceCount, startIndex, baseVertex, startInstance);
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}
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// TODO: Batch draw calls by material to minimize state changes
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public void DrawMesh(Handle<Mesh> mesh, Handle<Material> material)
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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IncrementCommandCount();
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ref var meshRef = ref _resourceDatabase.GetMeshReference(mesh);
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ref var materialRef = ref _resourceDatabase.GetMaterialReference(material);
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ref var shaderRef = ref _resourceDatabase.GetShaderReference(materialRef.Shader);
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var shaderPipeline = _pipelineLibrary.GetShaderPipeline(materialRef.Shader);
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if (shaderPipeline is not D3D12ShaderPipeline d3d12Pipeline)
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{
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throw new InvalidOperationException("Shader pipeline is not compiled or invalid");
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}
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_commandList.Get()->SetPipelineState(d3d12Pipeline.pipelineState.Get());
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_commandList.Get()->SetGraphicsRootSignature(_pipelineLibrary.DefaultRootSignature);
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// Set viewGroup heaps - CRUCIAL: Use the specialized bindless heap for SM 6.6
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var heaps = stackalloc ID3D12DescriptorHeap*[2];
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heaps[0] = _descriptorAllocator.GetCbvSrvUavHeap(); // Bindless resource heap
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heaps[1] = _descriptorAllocator.GetSamplerHeap(); // Bindless sampler heap
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_commandList.Get()->SetDescriptorHeaps(2, heaps);
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var rootParamIndex = 0u;
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foreach (var cbufferInfo in shaderRef.PerMaterialBufferInfo)
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{
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ref var cache = ref materialRef._materialPropertiesCache[(int)cbufferInfo.RegisterSlot];
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var resource = _resourceDatabase.GetResource(cache.GpuResource.AsResource());
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_commandList.Get()->SetGraphicsRootConstantBufferView(rootParamIndex++, resource->GetGPUVirtualAddress());
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}
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var samplerGpuHandle = _descriptorAllocator.GetSamplerHeap()->GetGPUDescriptorHandleForHeapStart();
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_commandList.Get()->SetGraphicsRootDescriptorTable(rootParamIndex, samplerGpuHandle);
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// For fully bindless rendering, we don't use the Input Assembler stage
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// Instead, we use instanced drawing where each "instance" represents a triangle
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// The shader will use SV_InstanceID to index into the index buffer and then into the vertex buffer
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_commandList.Get()->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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// Draw without vertex/index buffers - use instanced drawing
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// Each instance represents a triangle (3 vertices)
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var triangleCount = (uint)meshRef.indices.Count / 3;
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_commandList.Get()->DrawInstanced(3, triangleCount, 0, 0);
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}
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||||
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public void Dispatch(uint threadGroupCountX, uint threadGroupCountY = 1, uint threadGroupCountZ = 1)
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public void DispatchCompute(uint threadGroupCountX, uint threadGroupCountY, uint threadGroupCountZ)
|
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{
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ThrowIfDisposed();
|
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ThrowIfNotRecording();
|
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@@ -307,6 +377,26 @@ internal unsafe class D3D12CommandBuffer : ICommandBuffer
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_commandList.Get()->Dispatch(threadGroupCountX, threadGroupCountY, threadGroupCountZ);
|
||||
}
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||||
|
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public void DispatchMesh(uint threadGroupCountX, uint threadGroupCountY, uint threadGroupCountZ)
|
||||
{
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ThrowIfDisposed();
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ThrowIfNotRecording();
|
||||
IncrementCommandCount();
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||||
|
||||
_commandList.Get()->DispatchMesh(threadGroupCountX, threadGroupCountY, threadGroupCountZ);
|
||||
}
|
||||
|
||||
public void DispatchRay()
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
|
||||
// ThrowIfDisposed();
|
||||
// ThrowIfNotRecording();
|
||||
// IncrementCommandCount();
|
||||
|
||||
// _commandList.Get()->DispatchRays();
|
||||
}
|
||||
|
||||
public void Upload<T>(Handle<GraphicsBuffer> buffer, ReadOnlySpan<T> data)
|
||||
where T : unmanaged
|
||||
{
|
||||
@@ -323,7 +413,7 @@ internal unsafe class D3D12CommandBuffer : ICommandBuffer
|
||||
pUploadResource->Map(0, null, &pMappedData);
|
||||
fixed (T* pData = data)
|
||||
{
|
||||
MemoryUtilities.MemCpy(pMappedData, pData, sizeInBytes);
|
||||
MemoryUtility.MemCpy(pMappedData, pData, sizeInBytes);
|
||||
}
|
||||
pUploadResource->Unmap(0, null);
|
||||
|
||||
|
||||
@@ -36,12 +36,13 @@ internal unsafe class D3D12CommandQueue : ICommandQueue
|
||||
Flags = D3D12_COMMAND_QUEUE_FLAGS.D3D12_COMMAND_QUEUE_FLAG_NONE,
|
||||
};
|
||||
|
||||
fixed (void* queuePtr = &_queue)
|
||||
{
|
||||
pDevice->CreateCommandQueue(&queueDesc, __uuidof<ID3D12CommandQueue>(), (void**)queuePtr);
|
||||
}
|
||||
ID3D12CommandQueue* pQueue = default;
|
||||
ID3D12Fence1* pFence = default;
|
||||
ThrowIfFailed(pDevice->CreateCommandQueue(&queueDesc, __uuidof(pQueue), (void**)&pQueue));
|
||||
ThrowIfFailed(pDevice->CreateFence(0, D3D12_FENCE_FLAGS.D3D12_FENCE_FLAG_NONE, __uuidof(pFence), (void**)&pFence));
|
||||
|
||||
pDevice->CreateFence(0, D3D12_FENCE_FLAGS.D3D12_FENCE_FLAG_NONE, __uuidof<ID3D12Fence1>(), _fence.GetVoidAddressOf());
|
||||
_queue.Attach(pQueue);
|
||||
_fence.Attach(pFence);
|
||||
}
|
||||
|
||||
~D3D12CommandQueue()
|
||||
|
||||
@@ -1,6 +1,4 @@
|
||||
using Ghost.Core.Utilities;
|
||||
using Ghost.Graphics.D3D12.Utilities;
|
||||
using TerraFX.Interop.DirectX;
|
||||
using TerraFX.Interop.DirectX;
|
||||
using TerraFX.Interop.Windows;
|
||||
|
||||
using static TerraFX.Aliases.DXGI_Alias;
|
||||
@@ -15,20 +13,27 @@ internal unsafe class D3D12DebugLayer
|
||||
|
||||
public D3D12DebugLayer()
|
||||
{
|
||||
D3D12GetDebugInterface(__uuidof<ID3D12Debug6>(), _d3d12Debug.GetVoidAddressOf());
|
||||
_d3d12Debug.Get()->EnableDebugLayer();
|
||||
ID3D12Debug6* pDebug = default;
|
||||
ThrowIfFailed(D3D12GetDebugInterface(__uuidof(pDebug), (void**)&pDebug));
|
||||
pDebug->EnableDebugLayer();
|
||||
|
||||
DXGIGetDebugInterface1(0u, __uuidof<IDXGIDebug1>(), _dxgiDebug.GetVoidAddressOf());
|
||||
_dxgiDebug.Get()->EnableLeakTrackingForThread();
|
||||
IDXGIDebug1* pDxgiDebug = default;
|
||||
ThrowIfFailed(DXGIGetDebugInterface1(0u, __uuidof(pDxgiDebug), (void**)&pDxgiDebug));
|
||||
pDxgiDebug->EnableLeakTrackingForThread();
|
||||
|
||||
DXGIGetDebugInterface1(0u, __uuidof<IDXGIInfoQueue>(), _dxgiInfoQueue.GetVoidAddressOf());
|
||||
_dxgiInfoQueue.Get()->SetBreakOnSeverity(DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, true);
|
||||
_dxgiInfoQueue.Get()->SetBreakOnSeverity(DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION, true);
|
||||
IDXGIInfoQueue* pDxgiInfoQueue = default;
|
||||
ThrowIfFailed(DXGIGetDebugInterface1(0u, __uuidof(pDxgiInfoQueue), (void**)&pDxgiInfoQueue));
|
||||
ThrowIfFailed(pDxgiInfoQueue->SetBreakOnSeverity(DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, true));
|
||||
ThrowIfFailed(pDxgiInfoQueue->SetBreakOnSeverity(DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION, true));
|
||||
|
||||
_d3d12Debug.Attach(pDebug);
|
||||
_dxgiDebug.Attach(pDxgiDebug);
|
||||
_dxgiInfoQueue.Attach(pDxgiInfoQueue);
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
_dxgiDebug.Get()->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_ALL | DXGI_DEBUG_RLO_IGNORE_INTERNAL);
|
||||
ThrowIfFailed(_dxgiDebug.Get()->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_ALL | DXGI_DEBUG_RLO_IGNORE_INTERNAL));
|
||||
|
||||
_d3d12Debug.Dispose();
|
||||
_dxgiDebug.Dispose();
|
||||
|
||||
@@ -7,6 +7,7 @@ using Misaki.HighPerformance.LowLevel.Buffer;
|
||||
using Misaki.HighPerformance.LowLevel.Collections;
|
||||
using Misaki.HighPerformance.LowLevel.Utilities;
|
||||
using Misaki.HighPerformance.Utilities;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
using TerraFX.Interop.DirectX;
|
||||
using TerraFX.Interop.Windows;
|
||||
@@ -35,10 +36,12 @@ internal struct D3D12PipelineState : IDisposable
|
||||
// NOTE: This is just a temporary cache for compiled shader code. We will implement a proper disk cache later.
|
||||
public D3D12GraphicsCompiledResult compileResult;
|
||||
public D3DX12_MESH_SHADER_PIPELINE_STATE_DESC psoDesc;
|
||||
public ComPtr<ID3D12PipelineState> pso;
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
compileResult.Dispose();
|
||||
pso.Dispose();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -62,31 +65,16 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary, IDisposable
|
||||
|
||||
public ID3D12RootSignature* DefaultRootSignature => _defaultRootSignature.Get();
|
||||
|
||||
public D3D12PipelineLibrary(D3D12RenderDevice device, D3D12ResourceDatabase resourceDatabase, string? cachePath)
|
||||
public D3D12PipelineLibrary(D3D12RenderDevice device, D3D12ResourceDatabase resourceDatabase)
|
||||
{
|
||||
_device = device;
|
||||
_resourceDatabase = resourceDatabase;
|
||||
|
||||
_pipelineCache = new();
|
||||
|
||||
InitializeLibrary(cachePath);
|
||||
CreateDefaultRootSignature();
|
||||
}
|
||||
|
||||
private void InitializeLibrary(string? filePath)
|
||||
{
|
||||
if (!File.Exists(filePath))
|
||||
{
|
||||
_device.NativeDevice->CreatePipelineLibrary(null, 0, __uuidof<ID3D12PipelineLibrary1>(), _library.GetVoidAddressOf()).ThrowIfFailed();
|
||||
}
|
||||
|
||||
var fileBytes = File.ReadAllBytes(filePath!);
|
||||
fixed (byte* pFileBytes = fileBytes)
|
||||
{
|
||||
_device.NativeDevice->CreatePipelineLibrary(pFileBytes, (nuint)fileBytes.Length, __uuidof<ID3D12PipelineLibrary1>(), _library.GetVoidAddressOf()).ThrowIfFailed();
|
||||
}
|
||||
}
|
||||
|
||||
private void CreateDefaultRootSignature()
|
||||
{
|
||||
_defaultRootSignature = default;
|
||||
@@ -97,28 +85,28 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary, IDisposable
|
||||
{
|
||||
ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV,
|
||||
ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
|
||||
Descriptor = new D3D12_ROOT_DESCRIPTOR1(0, 0), // b0
|
||||
Descriptor = new D3D12_ROOT_DESCRIPTOR1(RootSignatureLayout.GLOBAL_BUFFER_SLOT, 0), // b0
|
||||
};
|
||||
|
||||
rootParameters[1] = new D3D12_ROOT_PARAMETER1
|
||||
{
|
||||
ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV,
|
||||
ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
|
||||
Descriptor = new D3D12_ROOT_DESCRIPTOR1(1, 0), // b1
|
||||
Descriptor = new D3D12_ROOT_DESCRIPTOR1(RootSignatureLayout.PER_VIEW_BUFFER_SLOT, 0), // b1
|
||||
};
|
||||
|
||||
rootParameters[2] = new D3D12_ROOT_PARAMETER1
|
||||
{
|
||||
ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV,
|
||||
ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
|
||||
Descriptor = new D3D12_ROOT_DESCRIPTOR1(2, 0), // b2
|
||||
Descriptor = new D3D12_ROOT_DESCRIPTOR1(RootSignatureLayout.PER_OBJECT_BUFFER_SLOT, 0), // b2
|
||||
};
|
||||
|
||||
rootParameters[3] = new D3D12_ROOT_PARAMETER1
|
||||
{
|
||||
ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV,
|
||||
ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
|
||||
Descriptor = new D3D12_ROOT_DESCRIPTOR1(3, 0), // b3
|
||||
Descriptor = new D3D12_ROOT_DESCRIPTOR1(RootSignatureLayout.PER_MATERIAL_BUFFER_SLOT, 0), // b3
|
||||
};
|
||||
|
||||
#if USE_TRADITIONAL_BINDLESS
|
||||
@@ -166,7 +154,6 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary, IDisposable
|
||||
#endif
|
||||
};
|
||||
|
||||
|
||||
var versionedDesc = new D3D12_VERSIONED_ROOT_SIGNATURE_DESC
|
||||
{
|
||||
Version = D3D_ROOT_SIGNATURE_VERSION_1_1,
|
||||
@@ -183,8 +170,48 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary, IDisposable
|
||||
throw new InvalidOperationException($"Failed to serialize default root signature: {errorMsg}");
|
||||
}
|
||||
|
||||
ID3D12RootSignature* pRootSignature = default;
|
||||
ThrowIfFailed(_device.NativeDevice->CreateRootSignature(0, signature.Get()->GetBufferPointer(), signature.Get()->GetBufferSize(),
|
||||
__uuidof<ID3D12RootSignature>(), _defaultRootSignature.GetVoidAddressOf()));
|
||||
__uuidof(pRootSignature), (void**)&pRootSignature));
|
||||
|
||||
_defaultRootSignature.Attach(pRootSignature);
|
||||
}
|
||||
|
||||
public void LoadLibraryFromDisk(string? filePath)
|
||||
{
|
||||
ID3D12PipelineLibrary1* pLibrary = default;
|
||||
|
||||
if (File.Exists(filePath))
|
||||
{
|
||||
var fileBytes = File.ReadAllBytes(filePath!);
|
||||
fixed (byte* pFileBytes = fileBytes)
|
||||
{
|
||||
ThrowIfFailed(_device.NativeDevice->CreatePipelineLibrary(pFileBytes, (nuint)fileBytes.Length, __uuidof(pLibrary), (void**)&pLibrary));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ThrowIfFailed(_device.NativeDevice->CreatePipelineLibrary(null, 0, __uuidof(pLibrary), (void**)&pLibrary));
|
||||
}
|
||||
|
||||
_library.Attach(pLibrary);
|
||||
}
|
||||
|
||||
public void SaveLibraryToDisk(string filePath)
|
||||
{
|
||||
var dir = Path.GetDirectoryName(filePath);
|
||||
if (!Directory.Exists(dir))
|
||||
{
|
||||
throw new InvalidOperationException($"Directory does not exist: {dir}");
|
||||
}
|
||||
|
||||
var size = _library.Get()->GetSerializedSize();
|
||||
using var buffer = new UnsafeArray<byte>((int)size, Allocator.Persistent); // We use persistent heap allocation instead of stack allocation to avoid stack overflow for large pipeline libraries.
|
||||
|
||||
ThrowIfFailed(_library.Get()->Serialize(buffer.GetUnsafePtr(), size));
|
||||
|
||||
using var fs = File.Open(filePath, FileMode.Create, FileAccess.Write, FileShare.None);
|
||||
fs.Write(buffer.AsSpan());
|
||||
}
|
||||
|
||||
private static void ValidateReflectionData(ShaderReflectionData reflectionData)
|
||||
@@ -206,19 +233,30 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary, IDisposable
|
||||
{
|
||||
static CompileResult CompileAndValidate(ref CompilerConfig config)
|
||||
{
|
||||
var reflectionBlob = default(IDxcBlob*);
|
||||
var result = D3D12ShaderCompiler.Compile(ref config, Allocator.Persistent, &reflectionBlob).GetValueOrThrow();
|
||||
IDxcBlob* reflectionBlob = default;
|
||||
|
||||
if (reflectionBlob != null)
|
||||
try
|
||||
{
|
||||
var reflection = D3D12ShaderCompiler.PerformDXCReflection(reflectionBlob).GetValueOrThrow();
|
||||
ValidateReflectionData(reflection);
|
||||
}
|
||||
var result = D3D12ShaderCompiler.Compile(ref config, Allocator.Persistent, &reflectionBlob).GetValueOrThrow();
|
||||
|
||||
return result;
|
||||
if (reflectionBlob != null)
|
||||
{
|
||||
var reflection = D3D12ShaderCompiler.PerformDXCReflection(reflectionBlob).GetValueOrThrow();
|
||||
ValidateReflectionData(reflection);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
finally
|
||||
{
|
||||
if (reflectionBlob != null)
|
||||
{
|
||||
reflectionBlob->Release();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
var tsResult = default(CompileResult);
|
||||
CompileResult tsResult = default;
|
||||
var tsEntry = descriptor.taskShader;
|
||||
if (tsEntry.IsCreated)
|
||||
{
|
||||
@@ -304,17 +342,17 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary, IDisposable
|
||||
_ => D3D12_COMPARISON_FUNC_LESS_EQUAL
|
||||
};
|
||||
|
||||
private static D3D12_DEPTH_STENCIL_DESC BuildDepthStencil(ref readonly PipelineDescriptor pipeline)
|
||||
private static D3D12_DEPTH_STENCIL_DESC BuildDepthStencil(ZTestOptions ztest, ZWriteOptions zwrite)
|
||||
{
|
||||
var depthEnabled = pipeline.zTest != ZTestOptions.Disabled;
|
||||
var writeEnabled = pipeline.zWrite == ZWriteOptions.On;
|
||||
var cmp = ToD3DCompare(pipeline.zTest);
|
||||
var depthEnabled = ztest != ZTestOptions.Disabled;
|
||||
var writeEnabled = zwrite == ZWriteOptions.On;
|
||||
var cmp = ToD3DCompare(ztest);
|
||||
return D3D12_DEPTH_STENCIL_DESC.Create(depthEnabled, writeEnabled, cmp);
|
||||
}
|
||||
|
||||
private void StorePassState(ShaderPassKey id, ref readonly D3D12GraphicsCompiledResult compiled, ref readonly PipelineDescriptor pipelineDescriptor, ReadOnlySpan<TextureFormat> rtvs, TextureFormat dsv)
|
||||
private GraphicsPipelineKey CompilePSO(ref readonly GraphicsPSODescriptor descriptor, ref readonly D3D12GraphicsCompiledResult compiled)
|
||||
{
|
||||
var rtvCount = (uint)Math.Min(rtvs.Length, D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT);
|
||||
var rtvCount = (uint)Math.Min(descriptor.rtvFormats.Length, D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT);
|
||||
|
||||
var desc = new D3DX12_MESH_SHADER_PIPELINE_STATE_DESC
|
||||
{
|
||||
@@ -325,12 +363,12 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary, IDisposable
|
||||
SampleMask = UINT32_MAX,
|
||||
SampleDesc = new DXGI_SAMPLE_DESC(1, 0),
|
||||
NumRenderTargets = rtvCount,
|
||||
DSVFormat = dsv.ToDXGIFormat(),
|
||||
DepthStencilState = BuildDepthStencil(in pipelineDescriptor),
|
||||
DSVFormat = descriptor.dsvFormat.ToDXGIFormat(),
|
||||
DepthStencilState = BuildDepthStencil(descriptor.zTest, descriptor.zWrite),
|
||||
NodeMask = 0,
|
||||
Flags = D3D12_PIPELINE_STATE_FLAG_NONE,
|
||||
|
||||
BlendState = pipelineDescriptor.blend switch
|
||||
BlendState = descriptor.blend switch
|
||||
{
|
||||
BlendOptions.Opaque => D3D12_BLEND_DESC.OPAQUE,
|
||||
BlendOptions.Alpha => D3D12_BLEND_DESC.ALPHA_BLEND,
|
||||
@@ -339,7 +377,7 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary, IDisposable
|
||||
BlendOptions.PremultipliedAlpha => D3D12_BLEND_DESC.PREMULTIPLIED,
|
||||
_ => D3D12_BLEND_DESC.OPAQUE
|
||||
},
|
||||
RasterizerState = pipelineDescriptor.cull switch
|
||||
RasterizerState = descriptor.cull switch
|
||||
{
|
||||
CullOptions.Off => D3D12_RASTERIZER_DESC.CULL_NONE,
|
||||
CullOptions.Front => D3D12_RASTERIZER_DESC.CULL_CLOCKWISE,
|
||||
@@ -355,36 +393,76 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary, IDisposable
|
||||
|
||||
var hash = new GraphicsPipelineHash
|
||||
{
|
||||
id = id,
|
||||
rtvCount = rtvCount,
|
||||
dsvFormat = dsv,
|
||||
id = descriptor.passId,
|
||||
rtvCount = (uint)descriptor.rtvFormats.Length,
|
||||
dsvFormat = descriptor.dsvFormat,
|
||||
};
|
||||
|
||||
for (var i = 0; i < rtvCount && i < 6; i++)
|
||||
for (var i = 0; i < rtvCount && i < D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
|
||||
{
|
||||
desc.RTVFormats[i] = rtvs[i].ToDXGIFormat();
|
||||
desc.BlendState.RenderTarget[i].RenderTargetWriteMask = (byte)(pipelineDescriptor.colorMask & 0x0F);
|
||||
hash.rtvFormats[i] = rtvs[i];
|
||||
desc.RTVFormats[i] = descriptor.rtvFormats[i].ToDXGIFormat();
|
||||
desc.BlendState.RenderTarget[i].RenderTargetWriteMask = (byte)(descriptor.colorMask & 0x0F);
|
||||
hash.rtvFormats[i] = descriptor.rtvFormats[i];
|
||||
}
|
||||
|
||||
var key = hash.GetKey();
|
||||
ref var existing = ref CollectionsMarshal.GetValueRefOrAddDefault(_pipelineCache, hash.GetKey(), out var exists);
|
||||
if (exists)
|
||||
ref var existing = ref CollectionsMarshal.GetValueRefOrAddDefault(_pipelineCache, key, out var exists);
|
||||
if (!exists)
|
||||
{
|
||||
throw new InvalidOperationException($"Pass code cache already contains an entry for key: {key}");
|
||||
existing.compileResult = compiled;
|
||||
existing.psoDesc = desc;
|
||||
|
||||
var streamDesc = new D3D12_PIPELINE_STATE_STREAM_DESC
|
||||
{
|
||||
pPipelineStateSubobjectStream = &desc,
|
||||
SizeInBytes = (nuint)sizeof(D3DX12_MESH_SHADER_PIPELINE_STATE_DESC)
|
||||
};
|
||||
|
||||
ID3D12PipelineState* pPipelineState = default;
|
||||
|
||||
char* pKeyStr = stackalloc char[GraphicsPipelineKey.KEY_STRING_LENGTH];
|
||||
var keySpan = new Span<char>(pKeyStr, GraphicsPipelineKey.KEY_STRING_LENGTH);
|
||||
key.GetString(keySpan).ThrowIfFailed();
|
||||
|
||||
var hr = _library.Get()->LoadPipeline(pKeyStr, &streamDesc, __uuidof(pPipelineState), (void**)&pPipelineState);
|
||||
if (hr == E.E_INVALIDARG)
|
||||
{
|
||||
// Pipeline not found in the library, create a new one.
|
||||
ThrowIfFailed(_device.NativeDevice->CreatePipelineState(&streamDesc, __uuidof(pPipelineState), (void**)&pPipelineState));
|
||||
ThrowIfFailed(_library.Get()->StorePipeline(pKeyStr, pPipelineState));
|
||||
}
|
||||
else
|
||||
{
|
||||
ThrowIfFailed(hr);
|
||||
}
|
||||
|
||||
existing.pso.Attach(pPipelineState);
|
||||
}
|
||||
|
||||
existing.compileResult = compiled;
|
||||
existing.psoDesc = desc;
|
||||
return key;
|
||||
}
|
||||
|
||||
public void CompilePass(IPassDescriptor descriptor)
|
||||
public GraphicsPipelineKey CompilePassPSO(IPassDescriptor descriptor, ReadOnlySpan<TextureFormat> rtvs, TextureFormat dsv)
|
||||
{
|
||||
var key = default(GraphicsPipelineKey);
|
||||
switch (descriptor)
|
||||
{
|
||||
case FullPassDescriptor fullPass:
|
||||
var result = CompileAndValidateFullPass(fullPass).GetValueOrThrow();
|
||||
StorePassState(new(fullPass.Identifier), in result, in fullPass.localPipeline, [TextureFormat.B8G8R8A8_UNorm], TextureFormat.Unknown);
|
||||
var psoDes = new GraphicsPSODescriptor
|
||||
{
|
||||
passId = new(fullPass.Identifier),
|
||||
zTest = fullPass.localPipeline.zTest,
|
||||
zWrite = fullPass.localPipeline.zWrite,
|
||||
cull = fullPass.localPipeline.cull,
|
||||
blend = fullPass.localPipeline.blend,
|
||||
colorMask = fullPass.localPipeline.colorMask,
|
||||
|
||||
rtvFormats = rtvs,
|
||||
dsvFormat = dsv,
|
||||
};
|
||||
|
||||
key = CompilePSO(in psoDes, in result);
|
||||
break;
|
||||
|
||||
// Do we need to support other pass types?
|
||||
@@ -392,82 +470,31 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary, IDisposable
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
return key;
|
||||
}
|
||||
|
||||
public void CompileShader(ShaderDescriptor descriptor)
|
||||
public Result<Ptr<ID3D12PipelineState>> LoadGraphicsPSO(GraphicsPipelineKey key)
|
||||
{
|
||||
foreach (var pass in descriptor.passes)
|
||||
ref var cacheEntry = ref CollectionsMarshal.GetValueRefOrNullRef(_pipelineCache, key);
|
||||
if (Unsafe.IsNullRef(ref cacheEntry))
|
||||
{
|
||||
CompilePass(pass);
|
||||
return Result.Fail("Pipeline state not found in cache.");
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: Pipeline variants (keywords)
|
||||
// TODO: Disk caching
|
||||
// TODO: Async compilation
|
||||
public void PreCookPipelineState()
|
||||
{
|
||||
foreach (var kvp in _pipelineCache)
|
||||
{
|
||||
var key = kvp.Key;
|
||||
var state = kvp.Value;
|
||||
|
||||
var streamDesc = new D3D12_PIPELINE_STATE_STREAM_DESC
|
||||
{
|
||||
pPipelineStateSubobjectStream = &state.psoDesc,
|
||||
SizeInBytes = (nuint)sizeof(D3DX12_MESH_SHADER_PIPELINE_STATE_DESC)
|
||||
};
|
||||
|
||||
ComPtr<ID3D12PipelineState> pipelineState = default;
|
||||
ThrowIfFailed(_device.NativeDevice->CreatePipelineState(&streamDesc, __uuidof<ID3D12PipelineState>(), pipelineState.GetVoidAddressOf()));
|
||||
|
||||
var name = key.ToString();
|
||||
fixed (char* pName = name)
|
||||
{
|
||||
ThrowIfFailed(_library.Get()->StorePipeline(pName, pipelineState.Get()));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public ID3D12PipelineState* LoadPipelineState(GraphicsPipelineKey key)
|
||||
{
|
||||
var name = key.ToString();
|
||||
var state = _pipelineCache[key];
|
||||
var streamDesc = new D3D12_PIPELINE_STATE_STREAM_DESC
|
||||
{
|
||||
pPipelineStateSubobjectStream = &state.psoDesc,
|
||||
SizeInBytes = (nuint)sizeof(D3DX12_MESH_SHADER_PIPELINE_STATE_DESC)
|
||||
};
|
||||
|
||||
fixed (char* pName = name)
|
||||
{
|
||||
ID3D12PipelineState* pipelineState;
|
||||
ThrowIfFailed(_library.Get()->LoadPipeline(pName, &streamDesc, __uuidof<ID3D12PipelineState>(), (void**)&pipelineState));
|
||||
|
||||
return pipelineState;
|
||||
}
|
||||
}
|
||||
|
||||
public void SaveLibraryToDisk(string filePath)
|
||||
{
|
||||
var size = _library.Get()->GetSerializedSize();
|
||||
using var buffer = new UnsafeArray<byte>((int)size, Allocator.Persistent); // We use persistent heap allocation instead of stack allocation to avoid stack overflow for large pipeline libraries.
|
||||
|
||||
ThrowIfFailed(_library.Get()->Serialize(buffer.GetUnsafePtr(), size));
|
||||
|
||||
var fs = File.Open(filePath, FileMode.Create, FileAccess.Write, FileShare.None);
|
||||
fs.Write(buffer.AsSpan());
|
||||
return new Ptr<ID3D12PipelineState>(cacheEntry.pso.Get());
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
_defaultRootSignature.Dispose();
|
||||
|
||||
foreach (var kvp in _pipelineCache)
|
||||
{
|
||||
kvp.Value.Dispose();
|
||||
}
|
||||
|
||||
_pipelineCache.Clear();
|
||||
|
||||
_defaultRootSignature.Dispose();
|
||||
_library.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -47,16 +47,20 @@ internal unsafe class D3D12RenderDevice : IRenderDevice
|
||||
|
||||
private void InitializeDevice()
|
||||
{
|
||||
IDXGIFactory7* pFactory = default;
|
||||
#if DEBUG
|
||||
CreateDXGIFactory2(TRUE, __uuidof<IDXGIFactory7>(), _dxgiFactory.GetVoidAddressOf());
|
||||
CreateDXGIFactory2(TRUE, __uuidof(pFactory), (void**)&pFactory);
|
||||
#else
|
||||
CreateDXGIFactory2(FALSE, __uuidof<IDXGIFactory7>(), _dxgiFactory.GetVoidAddressOf());
|
||||
CreateDXGIFactory2(FALSE, __uuidof(pFactory), (void**)&pFactory);
|
||||
#endif
|
||||
|
||||
_dxgiFactory.Attach(pFactory);
|
||||
|
||||
ID3D12Device14* pDevice = default;
|
||||
ComPtr<IDXGIAdapter1> adapter = default;
|
||||
|
||||
for (uint adapterIndex = 0;
|
||||
_dxgiFactory.Get()->EnumAdapterByGpuPreference(adapterIndex, DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE, __uuidof<IDXGIAdapter1>(), adapter.ReleaseAndGetVoidAddressOf()).SUCCEEDED;
|
||||
_dxgiFactory.Get()->EnumAdapterByGpuPreference(adapterIndex, DXGI_GPU_PREFERENCE_HIGH_PERFORMANCE, adapter.IID(), adapter.ReleaseAndGetVoidAddressOf()).SUCCEEDED;
|
||||
adapterIndex++)
|
||||
{
|
||||
DXGI_ADAPTER_DESC1 desc = default;
|
||||
@@ -68,18 +72,20 @@ internal unsafe class D3D12RenderDevice : IRenderDevice
|
||||
continue;
|
||||
}
|
||||
|
||||
if (D3D12CreateDevice((IUnknown*)adapter.Get(), D3D_FEATURE_LEVEL_12_0, __uuidof<ID3D12Device14>(), _device.GetVoidAddressOf()).SUCCEEDED)
|
||||
if (D3D12CreateDevice((IUnknown*)adapter.Get(), D3D_FEATURE_LEVEL_12_0, __uuidof(pDevice), (void**)&pDevice).SUCCEEDED)
|
||||
{
|
||||
_adapter = adapter.Move();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (_device.Get() == null)
|
||||
if (pDevice == null)
|
||||
{
|
||||
adapter.Dispose(); // Dispose the last adapter we tried. If the operation succeeded, we would have moved it.
|
||||
throw new PlatformNotSupportedException("Cannot create ID3D12Device with feature level 12.0");
|
||||
}
|
||||
|
||||
_device.Attach(pDevice);
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
using Ghost.Core;
|
||||
using Ghost.Graphics.D3D12.Utilities;
|
||||
using Ghost.Graphics.Data;
|
||||
using Ghost.Graphics.RHI;
|
||||
using Misaki.HighPerformance.Mathematics;
|
||||
using Ghost.Graphics.Core;
|
||||
|
||||
namespace Ghost.Graphics.D3D12;
|
||||
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
using Ghost.Core;
|
||||
using Ghost.Core.Graphics;
|
||||
using Ghost.Core.Utilities;
|
||||
using Ghost.Graphics.Data;
|
||||
using Ghost.Graphics.RHI;
|
||||
using Misaki.HighPerformance.LowLevel.Collections;
|
||||
using System.Runtime.CompilerServices;
|
||||
@@ -11,6 +10,7 @@ using static TerraFX.Aliases.D3D12_Alias;
|
||||
using static TerraFX.Aliases.D3D12MA_Alias;
|
||||
using static TerraFX.Aliases.DXGI_Alias;
|
||||
using static TerraFX.Interop.DirectX.D3D12MemAlloc;
|
||||
using Ghost.Graphics.Core;
|
||||
|
||||
namespace Ghost.Graphics.D3D12;
|
||||
|
||||
@@ -22,8 +22,8 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator, IDisposable
|
||||
|
||||
private ComPtr<D3D12MA_Allocator> _allocator;
|
||||
|
||||
private readonly D3D12RenderDevice _device;
|
||||
private readonly RenderSystem _renderSystem;
|
||||
private readonly D3D12RenderDevice _device;
|
||||
private readonly D3D12DescriptorAllocator _descriptorAllocator;
|
||||
private readonly D3D12ResourceDatabase _resourceDatabase;
|
||||
|
||||
@@ -82,7 +82,7 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator, IDisposable
|
||||
return handle;
|
||||
}
|
||||
|
||||
private D3D12_SHADER_RESOURCE_VIEW_DESC CreateSrvDesc(ID3D12Resource* pResource, bool isCubeMap, uint mipLevels, uint arraySize)
|
||||
private static D3D12_SHADER_RESOURCE_VIEW_DESC CreateSrvDesc(ID3D12Resource* pResource, bool isCubeMap, uint mipLevels, uint arraySize)
|
||||
{
|
||||
var resourceDesc = pResource->GetDesc();
|
||||
var srvDesc = new D3D12_SHADER_RESOURCE_VIEW_DESC
|
||||
@@ -93,17 +93,6 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator, IDisposable
|
||||
|
||||
switch (resourceDesc.Dimension)
|
||||
{
|
||||
case D3D12_RESOURCE_DIMENSION_BUFFER:
|
||||
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
|
||||
srvDesc.Buffer = new D3D12_BUFFER_SRV
|
||||
{
|
||||
FirstElement = 0,
|
||||
NumElements = (uint)(resourceDesc.Width / 4),
|
||||
StructureByteStride = 0,
|
||||
Flags = D3D12_BUFFER_SRV_FLAG_RAW,
|
||||
};
|
||||
break;
|
||||
|
||||
case D3D12_RESOURCE_DIMENSION_TEXTURE1D:
|
||||
if (resourceDesc.DepthOrArraySize > 1)
|
||||
{
|
||||
@@ -180,7 +169,7 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator, IDisposable
|
||||
return srvDesc;
|
||||
}
|
||||
|
||||
private D3D12_RENDER_TARGET_VIEW_DESC CreateRtvDesc(ID3D12Resource* pResource, uint mipSlice = 0, uint firstArraySlice = 0, uint planeSlice = 0)
|
||||
private static D3D12_RENDER_TARGET_VIEW_DESC CreateRtvDesc(ID3D12Resource* pResource, uint mipSlice = 0, uint firstArraySlice = 0, uint planeSlice = 0)
|
||||
{
|
||||
var resourceDesc = pResource->GetDesc();
|
||||
var rtvDesc = new D3D12_RENDER_TARGET_VIEW_DESC();
|
||||
@@ -276,7 +265,7 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator, IDisposable
|
||||
return rtvDesc;
|
||||
}
|
||||
|
||||
private D3D12_DEPTH_STENCIL_VIEW_DESC CreateDsvDesc(ID3D12Resource* pResource, uint mipSlice = 0, uint firstArraySlice = 0, D3D12_DSV_FLAGS flags = D3D12_DSV_FLAG_NONE)
|
||||
private static D3D12_DEPTH_STENCIL_VIEW_DESC CreateDsvDesc(ID3D12Resource* pResource, uint mipSlice = 0, uint firstArraySlice = 0, D3D12_DSV_FLAGS flags = D3D12_DSV_FLAG_NONE)
|
||||
{
|
||||
var resourceDesc = pResource->GetDesc();
|
||||
var dsvDesc = new D3D12_DEPTH_STENCIL_VIEW_DESC
|
||||
@@ -344,6 +333,88 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator, IDisposable
|
||||
return dsvDesc;
|
||||
}
|
||||
|
||||
private static D3D12_UNORDERED_ACCESS_VIEW_DESC CreateUavDesc(ID3D12Resource* pResource, uint mipSlice = 0, uint firstArraySlice = 0, uint planeSlice = 0)
|
||||
{
|
||||
var resourceDesc = pResource->GetDesc();
|
||||
var uavDesc = new D3D12_UNORDERED_ACCESS_VIEW_DESC
|
||||
{
|
||||
Format = resourceDesc.Format
|
||||
};
|
||||
|
||||
switch (resourceDesc.Dimension)
|
||||
{
|
||||
case D3D12_RESOURCE_DIMENSION_TEXTURE1D:
|
||||
if (resourceDesc.DepthOrArraySize > 1)
|
||||
{
|
||||
uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE1DARRAY;
|
||||
uavDesc.Texture1DArray = new D3D12_TEX1D_ARRAY_UAV
|
||||
{
|
||||
MipSlice = mipSlice,
|
||||
FirstArraySlice = firstArraySlice,
|
||||
ArraySize = resourceDesc.ArraySize() - firstArraySlice
|
||||
};
|
||||
}
|
||||
else
|
||||
{
|
||||
uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE1D;
|
||||
uavDesc.Texture1D = new D3D12_TEX1D_UAV
|
||||
{
|
||||
MipSlice = mipSlice
|
||||
};
|
||||
}
|
||||
break;
|
||||
|
||||
case D3D12_RESOURCE_DIMENSION_TEXTURE2D:
|
||||
if (resourceDesc.DepthOrArraySize > 1)
|
||||
{
|
||||
uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
|
||||
uavDesc.Texture2DArray = new D3D12_TEX2D_ARRAY_UAV
|
||||
{
|
||||
MipSlice = mipSlice,
|
||||
FirstArraySlice = firstArraySlice,
|
||||
ArraySize = resourceDesc.ArraySize() - firstArraySlice,
|
||||
PlaneSlice = planeSlice
|
||||
};
|
||||
}
|
||||
else
|
||||
{
|
||||
uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
|
||||
uavDesc.Texture2D = new D3D12_TEX2D_UAV
|
||||
{
|
||||
MipSlice = mipSlice,
|
||||
PlaneSlice = planeSlice
|
||||
};
|
||||
}
|
||||
break;
|
||||
|
||||
case D3D12_RESOURCE_DIMENSION_TEXTURE3D:
|
||||
uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
|
||||
uavDesc.Texture3D = new D3D12_TEX3D_UAV
|
||||
{
|
||||
MipSlice = mipSlice,
|
||||
FirstWSlice = firstArraySlice,
|
||||
WSize = resourceDesc.Depth() - firstArraySlice
|
||||
};
|
||||
break;
|
||||
|
||||
case D3D12_RESOURCE_DIMENSION_BUFFER:
|
||||
uavDesc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
|
||||
uavDesc.Buffer = new D3D12_BUFFER_UAV
|
||||
{
|
||||
FirstElement = 0,
|
||||
NumElements = (uint)(resourceDesc.Width / 4), // Assuming R32_TYPELESS RAW
|
||||
StructureByteStride = 0,
|
||||
Flags = D3D12_BUFFER_UAV_FLAG_RAW
|
||||
};
|
||||
break;
|
||||
|
||||
default:
|
||||
throw new ArgumentException($"Unsupported texture dimension for UAV: {resourceDesc.Dimension}");
|
||||
}
|
||||
|
||||
return uavDesc;
|
||||
}
|
||||
|
||||
public Handle<Texture> CreateTexture(ref readonly TextureDesc desc, bool isTemp = false)
|
||||
{
|
||||
CheckTexture2DSize(desc.Width, desc.Height);
|
||||
@@ -434,17 +505,10 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator, IDisposable
|
||||
if (desc.Usage.HasFlag(TextureUsage.UnorderedAccess))
|
||||
{
|
||||
resourceDescriptor.uav = _descriptorAllocator.AllocateCbvSrvUav(isTemp);
|
||||
var uavDesc = new D3D12_UNORDERED_ACCESS_VIEW_DESC
|
||||
{
|
||||
ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D,
|
||||
Format = d3d12Format,
|
||||
Texture2D = new D3D12_TEX2D_UAV
|
||||
{
|
||||
MipSlice = 0,
|
||||
PlaneSlice = 0,
|
||||
}
|
||||
};
|
||||
_device.NativeDevice->CreateUnorderedAccessView(allocation.Get()->GetResource(), null, &uavDesc, _descriptorAllocator.GetCpuHandle(resourceDescriptor.uav));
|
||||
var cpuHandle = _descriptorAllocator.GetCpuHandle(resourceDescriptor.uav);
|
||||
var uavDesc = CreateUavDesc(allocation.Get()->GetResource());
|
||||
|
||||
_device.NativeDevice->CreateUnorderedAccessView(allocation.Get()->GetResource(), null, &uavDesc, cpuHandle);
|
||||
}
|
||||
|
||||
var handle = TrackResource(allocation, initialState, resourceDescriptor, ResourceDesc.Texture(desc), isTemp);
|
||||
@@ -458,11 +522,14 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator, IDisposable
|
||||
return CreateTexture(ref textureDesc, isTemp);
|
||||
}
|
||||
|
||||
// FIX: This is not correct! Fix it!
|
||||
public Handle<GraphicsBuffer> CreateBuffer(ref readonly BufferDesc desc, bool isTemp = false)
|
||||
{
|
||||
CheckBufferSize(desc.Size);
|
||||
|
||||
var resourceDescription = D3D12_RESOURCE_DESC.Buffer(desc.Size, ConvertBufferUsage(desc.Usage));
|
||||
resourceDescription.Format = desc.Usage.HasFlag(BufferUsage.Raw) ? DXGI_FORMAT_R32_TYPELESS : DXGI_FORMAT_UNKNOWN;
|
||||
|
||||
var allocationDesc = new D3D12MA_ALLOCATION_DESC
|
||||
{
|
||||
HeapType = ConvertMemoryType(desc.MemoryType),
|
||||
@@ -473,7 +540,7 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator, IDisposable
|
||||
|
||||
ComPtr<D3D12MA_Allocation> allocation = default;
|
||||
ThrowIfFailed(_allocator.Get()->CreateResource(&allocationDesc, &resourceDescription, initialState, null, allocation.GetAddressOf(), Win32Utility.IID_NULL, null));
|
||||
|
||||
|
||||
var resourceDescriptor = ResourceViewGroup.Invalid;
|
||||
if (desc.Usage.HasFlag(BufferUsage.ShaderResource))
|
||||
{
|
||||
@@ -752,4 +819,4 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator, IDisposable
|
||||
|
||||
GC.SuppressFinalize(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
using Ghost.Core;
|
||||
using Ghost.Graphics.Data;
|
||||
using Ghost.Graphics.RHI;
|
||||
using Misaki.HighPerformance.Collections;
|
||||
using Misaki.HighPerformance.LowLevel.Buffer;
|
||||
@@ -8,6 +7,7 @@ using System.Diagnostics;
|
||||
using System.Runtime.InteropServices;
|
||||
using TerraFX.Interop.DirectX;
|
||||
using TerraFX.Interop.Windows;
|
||||
using Ghost.Graphics.Core;
|
||||
|
||||
namespace Ghost.Graphics.D3D12;
|
||||
|
||||
@@ -369,7 +369,7 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
|
||||
|
||||
var id = _shaders.Count;
|
||||
_shaders.Add(shader);
|
||||
return new Identifier<SDL>(id);
|
||||
return new Identifier<Shader>(id);
|
||||
}
|
||||
|
||||
public bool HasShader(Identifier<Shader> id)
|
||||
@@ -487,4 +487,4 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
|
||||
|
||||
GC.SuppressFinalize(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -198,6 +198,7 @@ internal static unsafe class D3D12ShaderCompiler
|
||||
|
||||
public static Result<CompileResult> Compile(ref readonly CompilerConfig config, Allocator allocator, IDxcBlob** ppReflectionBlob)
|
||||
{
|
||||
// NOTE: Should we cache the compiler and utils instances for better performance?
|
||||
using ComPtr<IDxcCompiler3> compiler = default;
|
||||
using ComPtr<IDxcUtils> utils = default;
|
||||
using ComPtr<IDxcIncludeHandler> includeHandler = default;
|
||||
@@ -206,8 +207,8 @@ internal static unsafe class D3D12ShaderCompiler
|
||||
var pDxcCompiler = (Guid*)Unsafe.AsPointer(in CLSID.CLSID_DxcCompiler);
|
||||
var pDxcUtils = (Guid*)Unsafe.AsPointer(in CLSID.CLSID_DxcUtils);
|
||||
|
||||
ThrowIfFailed(DxcCreateInstance(pDxcCompiler, __uuidof<IDxcCompiler3>(), compiler.GetVoidAddressOf()));
|
||||
ThrowIfFailed(DxcCreateInstance(pDxcUtils, __uuidof<IDxcUtils>(), utils.GetVoidAddressOf()));
|
||||
ThrowIfFailed(DxcCreateInstance(pDxcCompiler, compiler.IID(), compiler.PPV()));
|
||||
ThrowIfFailed(DxcCreateInstance(pDxcUtils, utils.IID(), utils.PPV()));
|
||||
|
||||
//includeHandler.Get()->LoadSource();
|
||||
utils.Get()->CreateDefaultIncludeHandler(includeHandler.GetAddressOf());
|
||||
@@ -216,7 +217,7 @@ internal static unsafe class D3D12ShaderCompiler
|
||||
using ComPtr<IDxcBlobEncoding> sourceBlob = default;
|
||||
if (utils.Get()->LoadFile(config.shaderPath.AsSpan().GetUnsafePtr(), null, sourceBlob.GetAddressOf()).FAILED)
|
||||
{
|
||||
return Result<CompileResult>.Fail($"Failed to load shader file: {config.shaderPath}");
|
||||
return Result.Fail($"Failed to load shader file: {config.shaderPath}");
|
||||
}
|
||||
|
||||
var argsArray = GetCompilerArguments(in config);
|
||||
@@ -237,7 +238,7 @@ internal static unsafe class D3D12ShaderCompiler
|
||||
Encoding = DXC.DXC_CP_UTF8
|
||||
};
|
||||
|
||||
ThrowIfFailed(compiler.Get()->Compile(&buffer, argPtrs, (uint)argsArray.Count, includeHandler.Get(), __uuidof<IDxcResult>(), result.GetVoidAddressOf()));
|
||||
ThrowIfFailed(compiler.Get()->Compile(&buffer, argPtrs, (uint)argsArray.Count, includeHandler.Get(), result.IID(), result.PPV()));
|
||||
|
||||
// Check compilation result
|
||||
HRESULT hrStatus;
|
||||
@@ -251,11 +252,11 @@ internal static unsafe class D3D12ShaderCompiler
|
||||
if (errorBlob.Get() != null)
|
||||
{
|
||||
var errorMessage = Marshal.PtrToStringUni((IntPtr)errorBlob.Get()->GetBufferPointer());
|
||||
return Result<CompileResult>.Fail($"DXC shader compilation failed:\n{errorMessage}");
|
||||
return Result.Fail($"DXC shader compilation failed:\n{errorMessage}");
|
||||
}
|
||||
else
|
||||
{
|
||||
return Result<CompileResult>.Fail("DXC shader compilation failed with unknown error.");
|
||||
return Result.Fail("DXC shader compilation failed with unknown error.");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -300,7 +301,7 @@ internal static unsafe class D3D12ShaderCompiler
|
||||
// Create DXC utils to parse reflection data
|
||||
var pDxcUtils = (Guid*)Unsafe.AsPointer(in CLSID.CLSID_DxcUtils);
|
||||
using ComPtr<IDxcUtils> utils = default;
|
||||
ThrowIfFailed(DxcCreateInstance(pDxcUtils, __uuidof<IDxcUtils>(), utils.GetVoidAddressOf()));
|
||||
ThrowIfFailed(DxcCreateInstance(pDxcUtils, utils.IID(), utils.PPV()));
|
||||
|
||||
// Create reflection interface from blob
|
||||
var reflectionBuffer = new DxcBuffer
|
||||
@@ -311,7 +312,7 @@ internal static unsafe class D3D12ShaderCompiler
|
||||
};
|
||||
|
||||
using ComPtr<ID3D12ShaderReflection> reflection = default;
|
||||
ThrowIfFailed(utils.Get()->CreateReflection(&reflectionBuffer, __uuidof<ID3D12ShaderReflection>(), reflection.GetVoidAddressOf()));
|
||||
ThrowIfFailed(utils.Get()->CreateReflection(&reflectionBuffer, reflection.IID(), reflection.PPV()));
|
||||
|
||||
D3D12_SHADER_DESC shaderDesc;
|
||||
ThrowIfFailed(reflection.Get()->GetDesc(&shaderDesc));
|
||||
@@ -326,7 +327,7 @@ internal static unsafe class D3D12ShaderCompiler
|
||||
var resourceName = Marshal.PtrToStringUTF8((IntPtr)bindDesc.Name);
|
||||
if (resourceName == null)
|
||||
{
|
||||
return Result<ShaderReflectionData>.Fail("Failed to get resource name from reflection data.");
|
||||
return Result.Fail("Failed to get resource name from reflection data.");
|
||||
}
|
||||
|
||||
switch (bindDesc.Type)
|
||||
@@ -391,4 +392,4 @@ internal static unsafe class D3D12ShaderCompiler
|
||||
|
||||
return reflectionData;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,7 +2,6 @@ using Ghost.Core;
|
||||
using Ghost.Core.Utilities;
|
||||
using Ghost.Graphics.Contracts;
|
||||
using Ghost.Graphics.D3D12.Utilities;
|
||||
using Ghost.Graphics.Data;
|
||||
using Ghost.Graphics.RHI;
|
||||
using Misaki.HighPerformance.LowLevel.Buffer;
|
||||
using Misaki.HighPerformance.LowLevel.Collections;
|
||||
@@ -12,6 +11,8 @@ using TerraFX.Interop.Windows;
|
||||
|
||||
using static TerraFX.Aliases.DXGI_Alias;
|
||||
|
||||
using Ghost.Graphics.Core;
|
||||
|
||||
namespace Ghost.Graphics.D3D12;
|
||||
|
||||
/// <summary>
|
||||
@@ -105,10 +106,10 @@ internal unsafe class D3D12SwapChain : ISwapChain
|
||||
throw new ArgumentException("Unsupported swap chain target type.");
|
||||
}
|
||||
|
||||
if (tempSwapChain.Get()->QueryInterface(__uuidof<IDXGISwapChain4>(), _swapChain.GetVoidAddressOf()).FAILED)
|
||||
{
|
||||
throw new InvalidOperationException("Failed to create IDXGISwapChain4 interface.");
|
||||
}
|
||||
IDXGISwapChain4* pSwapChain = default;
|
||||
tempSwapChain.Get()->QueryInterface(__uuidof(pSwapChain), (void**)&pSwapChain);
|
||||
|
||||
_swapChain.Attach(pSwapChain);
|
||||
}
|
||||
|
||||
private void CreateBackBuffers()
|
||||
@@ -116,10 +117,10 @@ internal unsafe class D3D12SwapChain : ISwapChain
|
||||
for (uint i = 0; i < BufferCount; i++)
|
||||
{
|
||||
ComPtr<ID3D12Resource> backBuffer = default;
|
||||
_swapChain.Get()->GetBuffer(i, __uuidof<ID3D12Resource>(), backBuffer.GetVoidAddressOf());
|
||||
_swapChain.Get()->GetBuffer(i, backBuffer.IID(), backBuffer.PPV());
|
||||
backBuffer.Get()->SetName($"SwapChain_BackBuffer_{i}");
|
||||
|
||||
_backBuffers[i] = _resourceDatabase.ImportExternalResource(backBuffer.Move(), ResourceState.Present).AsTexture();
|
||||
_backBuffers[i] = _resourceDatabase.ImportExternalResource(backBuffer, ResourceState.Present).AsTexture();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -182,4 +183,4 @@ internal unsafe class D3D12SwapChain : ISwapChain
|
||||
_backBuffers.Dispose();
|
||||
_disposed = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using Misaki.HighPerformance.LowLevel.Collections;
|
||||
using Ghost.Core.Utilities;
|
||||
using Misaki.HighPerformance.LowLevel.Collections;
|
||||
using Misaki.HighPerformance.LowLevel.Utilities;
|
||||
using System.Diagnostics;
|
||||
using System.Numerics;
|
||||
@@ -277,33 +278,33 @@ internal unsafe struct D3D12DescriptorHeap : IDisposable
|
||||
NodeMask = 0
|
||||
};
|
||||
|
||||
fixed (void* heapPtr = &_heap)
|
||||
ID3D12DescriptorHeap* pHeap = default;
|
||||
var hr = _device.NativeDevice->CreateDescriptorHeap(&heapDesc, __uuidof(pHeap), (void**)&pHeap);
|
||||
if (hr.FAILED)
|
||||
{
|
||||
var hr = _device.NativeDevice->CreateDescriptorHeap(&heapDesc, __uuidof<ID3D12DescriptorHeap>(), (void**)heapPtr);
|
||||
if (hr.FAILED)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
_heap.Attach(pHeap);
|
||||
|
||||
_startCpuHandle = _heap.Get()->GetCPUDescriptorHandleForHeapStart();
|
||||
_allocatedDescriptors.Resize(numDescriptors);
|
||||
|
||||
if (ShaderVisible)
|
||||
{
|
||||
heapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
|
||||
ID3D12DescriptorHeap* pShaderVisibleHeap = default;
|
||||
|
||||
fixed (void* heapPtr = &_shaderVisibleHeap)
|
||||
heapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
|
||||
hr = _device.NativeDevice->CreateDescriptorHeap(&heapDesc, __uuidof(pShaderVisibleHeap), (void**)&pShaderVisibleHeap);
|
||||
if (hr.FAILED)
|
||||
{
|
||||
var hr = _device.NativeDevice->CreateDescriptorHeap(&heapDesc, __uuidof<ID3D12DescriptorHeap>(), (void**)heapPtr);
|
||||
if (hr.FAILED)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
_startCpuHandleShaderVisible = _shaderVisibleHeap.Get()->GetCPUDescriptorHandleForHeapStart();
|
||||
_startGpuHandleShaderVisible = _shaderVisibleHeap.Get()->GetGPUDescriptorHandleForHeapStart();
|
||||
_startCpuHandleShaderVisible = pShaderVisibleHeap->GetCPUDescriptorHandleForHeapStart();
|
||||
_startGpuHandleShaderVisible = pShaderVisibleHeap->GetGPUDescriptorHandleForHeapStart();
|
||||
|
||||
_shaderVisibleHeap.Attach(pShaderVisibleHeap);
|
||||
}
|
||||
|
||||
return true;
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
using Ghost.Graphics.Data;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.CompilerServices;
|
||||
using TerraFX.Interop.DirectX;
|
||||
using Ghost.Graphics.Core;
|
||||
|
||||
namespace Ghost.Graphics.D3D12.Utilities;
|
||||
|
||||
@@ -9,11 +9,11 @@ internal unsafe static class D3D12PipelineResource
|
||||
public const int BACK_BUFFER_COUNT = 2;
|
||||
|
||||
private readonly static D3D12_INPUT_ELEMENT_DESC[] s_inputElementDescs = [
|
||||
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.position.GetUnsafePointer(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 0u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
|
||||
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.normal.GetUnsafePointer(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 16u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
|
||||
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.tangent.GetUnsafePointer(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 32u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
|
||||
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.uv.GetUnsafePointer(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 48u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
|
||||
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Vertex.Semantic.color.GetUnsafePointer(), SemanticIndex = 0u, Format = Vertex.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 64u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
|
||||
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Ghost.Graphics.Core.Semantic.position.GetUnsafePointer(), SemanticIndex = 0u, Format = Ghost.Graphics.Core.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 0u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
|
||||
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Ghost.Graphics.Core.Semantic.normal.GetUnsafePointer(), SemanticIndex = 0u, Format = Ghost.Graphics.Core.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 16u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
|
||||
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Ghost.Graphics.Core.Semantic.tangent.GetUnsafePointer(), SemanticIndex = 0u, Format = Ghost.Graphics.Core.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 32u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
|
||||
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Ghost.Graphics.Core.Semantic.uv.GetUnsafePointer(), SemanticIndex = 0u, Format = Ghost.Graphics.Core.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 48u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
|
||||
new D3D12_INPUT_ELEMENT_DESC{ SemanticName = (sbyte*)Ghost.Graphics.Core.Semantic.color.GetUnsafePointer(), SemanticIndex = 0u, Format = Ghost.Graphics.Core.Semantic.ALIGNED_FORMAT, InputSlot = 0u, AlignedByteOffset = 64u, InputSlotClass = D3D12_INPUT_CLASSIFICATION.D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, InstanceDataStepRate = 0 },
|
||||
];
|
||||
|
||||
public const DXGI_FORMAT SWAP_CHAIN_BACK_BUFFER_FORMAT = DXGI_FORMAT.DXGI_FORMAT_B8G8R8A8_UNORM;
|
||||
|
||||
@@ -144,9 +144,13 @@ internal static class D3D12_DEPTH_STENCILOP_DESC_Extensions
|
||||
|
||||
internal unsafe static class D3D12Utility
|
||||
{
|
||||
public static void SetName(ref this ID3D12Resource resource, ReadOnlySpan<char> name)
|
||||
public static void SetName<T>(ref this T obj, ReadOnlySpan<char> name)
|
||||
where T : unmanaged, ID3D12Object.Interface
|
||||
{
|
||||
resource.SetName(name.GetUnsafePtr());
|
||||
fixed (char* pName = name)
|
||||
{
|
||||
obj.SetName(pName);
|
||||
}
|
||||
}
|
||||
|
||||
public static TextureDimension ToTextureDimension(this D3D12_RESOURCE_DIMENSION dimension)
|
||||
@@ -187,4 +191,22 @@ internal unsafe static class D3D12Utility
|
||||
_ => TextureFormat.Unknown,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
public static D3D12_RESOURCE_STATES ToD3D12States(this ResourceState state)
|
||||
{
|
||||
return state switch
|
||||
{
|
||||
ResourceState.Common or ResourceState.Present => D3D12_RESOURCE_STATES.D3D12_RESOURCE_STATE_COMMON,
|
||||
ResourceState.VertexAndConstantBuffer => D3D12_RESOURCE_STATES.D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER,
|
||||
ResourceState.IndexBuffer => D3D12_RESOURCE_STATES.D3D12_RESOURCE_STATE_INDEX_BUFFER,
|
||||
ResourceState.RenderTarget => D3D12_RESOURCE_STATES.D3D12_RESOURCE_STATE_RENDER_TARGET,
|
||||
ResourceState.UnorderedAccess => D3D12_RESOURCE_STATES.D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
|
||||
ResourceState.DepthWrite => D3D12_RESOURCE_STATES.D3D12_RESOURCE_STATE_DEPTH_WRITE,
|
||||
ResourceState.DepthRead => D3D12_RESOURCE_STATES.D3D12_RESOURCE_STATE_DEPTH_READ,
|
||||
ResourceState.PixelShaderResource => D3D12_RESOURCE_STATES.D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
|
||||
ResourceState.CopyDest => D3D12_RESOURCE_STATES.D3D12_RESOURCE_STATE_COPY_DEST,
|
||||
ResourceState.CopySource => D3D12_RESOURCE_STATES.D3D12_RESOURCE_STATE_COPY_SOURCE,
|
||||
_ => throw new ArgumentException($"Unknown resource state: {state}")
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user