feat(d3d12): unify resource mgmt & add pooling system

Refactored D3D12 resource and command management with a new D3D12Object<T> base class for unified lifetime and naming of COM objects. Introduced pooled command buffer and resource management in D3D12GraphicsEngine and ResourceManager, using frame-based return queues for safe reuse. Updated RenderSystem to use pooled command buffers and render requests, and to properly dispose of per-frame resources. Changed frame synchronization and resource release logic to use ulong fence/frame values for improved robustness. Refactored swap chain to DXGISwapChain and improved error handling and code clarity. Removed renderer management from IGraphicsEngine. Changed ResourceDesc, TextureDesc, and BufferDesc to record structs with equality and hashing for pooling.

BREAKING CHANGE: Renderer management APIs removed from IGraphicsEngine. Frame and resource synchronization now use ulong instead of uint. Resource pooling and command buffer pooling are now required for correct usage.
This commit is contained in:
2026-03-23 20:48:08 +09:00
parent 2b3bf21a74
commit d44ec0be31
22 changed files with 623 additions and 440 deletions

View File

@@ -88,9 +88,9 @@ internal class D3D12ResourceDatabase : IResourceDatabase
private readonly struct ReleaseEntry
{
public readonly ResourceRecord record;
public readonly uint fenceValue;
public readonly ulong fenceValue;
public ReleaseEntry(ResourceRecord record, uint fenceValue)
public ReleaseEntry(ResourceRecord record, ulong fenceValue)
{
this.record = record;
this.fenceValue = fenceValue;
@@ -108,7 +108,7 @@ internal class D3D12ResourceDatabase : IResourceDatabase
private UnsafeQueue<ReleaseEntry> _releaseQueue;
private uint _currentFrameFenceValue;
private ulong _currentFrame;
private bool _disposed;
public D3D12ResourceDatabase(D3D12DescriptorAllocator descriptorAllocator)
@@ -136,7 +136,7 @@ internal class D3D12ResourceDatabase : IResourceDatabase
if (pResource == null)
{
#if DEBUG
System.Diagnostics.Debugger.Break();
Debugger.Break();
#endif
return Handle<GPUResource>.Invalid;
}
@@ -155,13 +155,13 @@ internal class D3D12ResourceDatabase : IResourceDatabase
return handle;
}
public unsafe Handle<GPUResource> AddAllocation(D3D12MA_Allocation* allocation, ResourceBarrierData initialBarrierData, ResourceViewGroup resourceDescriptor, ResourceDesc desc, string? name = null)
internal unsafe Handle<GPUResource> AddAllocation(D3D12MA_Allocation* allocation, ResourceBarrierData initialBarrierData, ResourceViewGroup resourceDescriptor, ResourceDesc desc, string? name = null)
{
Debug.Assert(!_disposed);
if (allocation == null)
{
#if DEBUG
System.Diagnostics.Debugger.Break();
Debugger.Break();
#endif
return Handle<GPUResource>.Invalid;
}
@@ -288,7 +288,7 @@ internal class D3D12ResourceDatabase : IResourceDatabase
return;
}
var entry = new ReleaseEntry(record, _currentFrameFenceValue);
var entry = new ReleaseEntry(record, _currentFrame);
_releaseQueue.Enqueue(entry);
_resources.Remove(handle.ID, handle.Generation);
@@ -359,20 +359,20 @@ internal class D3D12ResourceDatabase : IResourceDatabase
return Error.None;
}
public void BeginFrame(uint currentFrameFenceValue)
public void BeginFrame(ulong currentFrame)
{
Debug.Assert(!_disposed);
_currentFrameFenceValue = currentFrameFenceValue;
_currentFrame = currentFrame;
}
public void EndFrame(uint completedFenceValue)
public void EndFrame(ulong completedFrame)
{
Debug.Assert(!_disposed);
while (_releaseQueue.Count > 0)
{
var toRelease = _releaseQueue.Peek();
if (toRelease.fenceValue > completedFenceValue)
if (toRelease.fenceValue > completedFrame)
{
break;
}