Refactor shader pipeline and improve modularity
- Added `generatedCodePath` to `FullPassDescriptor` for better shader code organization. - Removed redundant `IID_PPV_ARGS` method and unused `Misaki.HighPerformance.Unsafe` reference. - Refactored `Material` and `MaterialAccessor` to use `CBuffer` and updated buffer size handling. - Renamed command buffer variables in `RenderingContext` for consistency. - Updated `D3D12PipelineLibrary` to cache compiled shader results and added `ShaderPassKey`. - Refactored `D3D12GraphicsEngine` to integrate `_copyCommandBuffer` lifecycle. - Enhanced `D3D12ResourceAllocator` with shader pass creation using constant buffer info. - Simplified `D3D12ShaderCompiler` with `GENERATED_CODE_PATH` support and improved reflection handling. - Introduced `CBufferPropertyInfo` and `CBufferInfo` structs for better encapsulation. - Updated HLSL shaders to use `g_PerMaterialData` and dynamic includes. - Improved error handling in `SDLCompiler` with try-catch blocks and better messages. - Refactored `test.gshader` to use dynamically generated includes. - Fixed typos, improved code readability, and removed unused code.
This commit is contained in:
@@ -7,7 +7,6 @@ using Misaki.HighPerformance.LowLevel.Buffer;
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using Misaki.HighPerformance.LowLevel.Collections;
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using Misaki.HighPerformance.LowLevel.Utilities;
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using Misaki.HighPerformance.Utilities;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using TerraFX.Interop.DirectX;
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using TerraFX.Interop.Windows;
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@@ -22,6 +21,7 @@ internal struct D3D12GraphicsCompiledResult : IDisposable
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public CompileResult tsResult;
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public CompileResult msResult;
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public CompileResult psResult;
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public CBufferInfo cbufferInfo;
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public void Dispose()
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{
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@@ -33,14 +33,12 @@ internal struct D3D12GraphicsCompiledResult : IDisposable
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internal struct D3D12PipelineState : IDisposable
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{
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// NOTE: This is just a temporary cache for compiled shader code. We will implement a proper disk cache later.
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public D3D12GraphicsCompiledResult compileResult;
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public D3DX12_MESH_SHADER_PIPELINE_STATE_DESC psoDesc;
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public ComPtr<ID3D12PipelineState> pso;
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public ShaderPassKey shaderPass;
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public void Dispose()
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{
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compileResult.Dispose();
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pso.Dispose();
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}
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}
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@@ -62,6 +60,8 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary, IDisposable
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private ComPtr<ID3D12RootSignature> _defaultRootSignature;
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private readonly Dictionary<GraphicsPipelineKey, D3D12PipelineState> _pipelineCache;
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// NOTE: This is just a temporary cache for compiled shader code. We will implement a proper disk cache later.
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private readonly Dictionary<ShaderPassKey, D3D12GraphicsCompiledResult> _compiledResults;
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public ID3D12RootSignature* DefaultRootSignature => _defaultRootSignature.Get();
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@@ -71,6 +71,7 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary, IDisposable
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_resourceDatabase = resourceDatabase;
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_pipelineCache = new();
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_compiledResults = new();
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CreateDefaultRootSignature();
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}
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@@ -214,7 +215,7 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary, IDisposable
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fs.Write(buffer.AsSpan());
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}
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private static void ValidateReflectionData(ShaderReflectionData reflectionData)
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private static CBufferInfo ValidateReflectionData(FullPassDescriptor descriptor, ShaderReflectionData reflectionData)
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{
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if (reflectionData.ConstantBuffers.Count != rootParamCount)
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{
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@@ -226,27 +227,27 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary, IDisposable
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throw new NotSupportedException("Shader reflection data contains unsupported resource types. Only constant buffers are supported in the current root signature.");
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}
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return reflectionData.ConstantBuffers[RootSignatureLayout.PER_MATERIAL_BUFFER_SLOT];
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// TODO: Validate Cbuffer sizes and bindings.
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}
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private static Result<D3D12GraphicsCompiledResult> CompileAndValidateFullPass(FullPassDescriptor descriptor)
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private static D3D12GraphicsCompiledResult CompileAndValidateFullPass(FullPassDescriptor descriptor)
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{
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static CompileResult CompileAndValidate(ref CompilerConfig config)
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static CompileResult CompileAndValidate(ref CompilerConfig config, FullPassDescriptor descriptor)
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{
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IDxcBlob* reflectionBlob = default;
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CBufferInfo cbufferInfo = default;
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try
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{
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// TODO: This does not include generated code. This will cause a root signature mismatch.
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var result = D3D12ShaderCompiler.Compile(ref config, Allocator.Persistent, &reflectionBlob).GetValueOrThrow();
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#if false
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if (reflectionBlob != null)
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{
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var reflection = D3D12ShaderCompiler.PerformDXCReflection(reflectionBlob).GetValueOrThrow();
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ValidateReflectionData(reflection);
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cbufferInfo = ValidateReflectionData(descriptor, reflection);
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}
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#endif
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return result;
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}
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@@ -266,7 +267,7 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary, IDisposable
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var config = new CompilerConfig
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{
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defines = descriptor.defines.AsSpan(),
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includes = descriptor.includes.AsSpan(),
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include = descriptor.generatedCodePath,
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shaderPath = tsEntry.shader,
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entryPoint = tsEntry.entry,
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stage = ShaderStage.TaskShader,
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@@ -275,7 +276,7 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary, IDisposable
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options = CompilerOption.KeepReflections,
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};
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tsResult = CompileAndValidate(ref config);
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tsResult = CompileAndValidate(ref config, descriptor);
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}
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CompileResult msResult;
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@@ -285,7 +286,7 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary, IDisposable
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var config = new CompilerConfig
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{
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defines = descriptor.defines.AsSpan(),
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includes = descriptor.includes.AsSpan(),
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include = descriptor.generatedCodePath,
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shaderPath = msEntry.shader,
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entryPoint = msEntry.entry,
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stage = ShaderStage.MeshShader,
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@@ -294,11 +295,11 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary, IDisposable
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options = CompilerOption.KeepReflections,
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};
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msResult = CompileAndValidate(ref config);
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msResult = CompileAndValidate(ref config, descriptor);
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}
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else
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{
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return Result<D3D12GraphicsCompiledResult>.Fail("Mesh shader expected.");
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throw new InvalidOperationException("Mesh shader expected.");
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}
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CompileResult psResult;
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@@ -308,7 +309,7 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary, IDisposable
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var config = new CompilerConfig
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{
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defines = descriptor.defines.AsSpan(),
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includes = descriptor.includes.AsSpan(),
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include = descriptor.generatedCodePath,
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shaderPath = psEntry.shader,
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entryPoint = psEntry.entry,
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stage = ShaderStage.PixelShader,
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@@ -317,11 +318,11 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary, IDisposable
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options = CompilerOption.KeepReflections,
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};
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psResult = CompileAndValidate(ref config);
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psResult = CompileAndValidate(ref config, descriptor);
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}
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else
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{
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return Result<D3D12GraphicsCompiledResult>.Fail("Pixel shader expected.");
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throw new InvalidOperationException("Pixel shader expected.");
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}
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return new D3D12GraphicsCompiledResult
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@@ -353,6 +354,11 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary, IDisposable
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return D3D12Utility.D3D12_DEPTH_STENCIL_DESC_CREATE(depthEnabled, writeEnabled, cmp);
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}
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private bool TryGetCompiledCache(ShaderPassKey passKey, out D3D12GraphicsCompiledResult compiled)
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{
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return _compiledResults.TryGetValue(passKey, out compiled);
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}
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private GraphicsPipelineKey CompilePSO(ref readonly GraphicsPSODescriptor descriptor, ref readonly D3D12GraphicsCompiledResult compiled)
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{
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var rtvCount = (uint)Math.Min(descriptor.rtvFormats.Length, D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT);
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@@ -412,7 +418,6 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary, IDisposable
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ref var existing = ref CollectionsMarshal.GetValueRefOrAddDefault(_pipelineCache, key, out var exists);
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if (!exists)
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{
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existing.compileResult = compiled;
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existing.psoDesc = desc;
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var meshStream = new CD3DX12_PIPELINE_MESH_STATE_STREAM(in desc);
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@@ -448,14 +453,22 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary, IDisposable
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public GraphicsPipelineKey CompilePassPSO(IPassDescriptor descriptor, ReadOnlySpan<TextureFormat> rtvs, TextureFormat dsv)
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{
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var key = default(GraphicsPipelineKey);
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GraphicsPipelineKey key = default;
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var passKey = new ShaderPassKey(descriptor.Identifier);
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var hasCompiledCache = TryGetCompiledCache(passKey, out var compiled);
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switch (descriptor)
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{
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case FullPassDescriptor fullPass:
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var result = CompileAndValidateFullPass(fullPass).GetValueOrThrow();
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if (!hasCompiledCache)
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{
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compiled = CompileAndValidateFullPass(fullPass);
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}
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var psoDes = new GraphicsPSODescriptor
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{
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passId = new(fullPass.Identifier),
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passId = new ShaderPassKey(fullPass.Identifier),
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zTest = fullPass.localPipeline.zTest,
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zWrite = fullPass.localPipeline.zWrite,
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cull = fullPass.localPipeline.cull,
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@@ -466,10 +479,17 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary, IDisposable
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dsvFormat = dsv,
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};
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key = CompilePSO(in psoDes, in result);
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key = CompilePSO(in psoDes, in compiled);
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break;
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// Do we need to support other pass types?
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case FallbackPassDescriptor:
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if (!hasCompiledCache)
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{
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throw new ArgumentException("FallbackPassDescriptor is not supported for PSO compilation. There may be some inheritance dependency issues.");
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}
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break;
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default:
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break;
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@@ -478,15 +498,24 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary, IDisposable
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return key;
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}
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public Result<Ptr<ID3D12PipelineState>> LoadGraphicsPSO(GraphicsPipelineKey key)
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public Result<Ptr<ID3D12PipelineState>> GetGraphicsPSO(GraphicsPipelineKey key)
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{
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ref var cacheEntry = ref CollectionsMarshal.GetValueRefOrNullRef(_pipelineCache, key);
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if (Unsafe.IsNullRef(ref cacheEntry))
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if (_pipelineCache.TryGetValue(key, out var cacheEntry))
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{
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return Result.Fail("Pipeline state not found in cache.");
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return new Ptr<ID3D12PipelineState>(cacheEntry.pso.Get());
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}
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return new Ptr<ID3D12PipelineState>(cacheEntry.pso.Get());
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return Result.Fail("Pipeline state not found in cache.");
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}
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public Result<CBufferInfo> GetCBufferInfo(ShaderPassKey key)
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{
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if (_compiledResults.TryGetValue(key, out var compiled))
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{
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return compiled.cbufferInfo;
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}
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return Result.Fail("Compiled shader not found in cache.");
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}
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public void Dispose()
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