Refactor core systems and improve resource management

- Updated dependencies, including `Misaki.HighPerformance` and `TerraFX.Interop`.
- Refactored `Result` struct for better error handling and chaining.
- Removed `Ptr<T>` struct as it was no longer necessary.
- Enhanced `Win32Utility` with `Attach` and `Dispose` methods.
- Improved `ProjectService` and `AppStateMachine` with `Result` integration.
- Refactored `IShaderCompiler` to support SPIR-V cross-compilation and pass-level compilation.
- Standardized Direct3D12 resource management with `UniquePtr` and added `D3D12Object` base class.
- Improved shader reflection validation and pipeline creation in `D3D12PipelineLibrary`.
- Updated `SDLCompiler` for better error handling during shader generation.
- Enhanced logging, debugging, and code readability across the codebase.
- Performed general code cleanup, including unused namespace removal and naming consistency.
This commit is contained in:
2025-11-23 15:02:37 +09:00
parent 5c4e1a3350
commit dfe786a2aa
46 changed files with 1193 additions and 733 deletions

View File

@@ -1,6 +1,7 @@
using Ghost.Core.Utilities;
using Ghost.Graphics.D3D12.Utilities;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.LowLevel;
using TerraFX.Interop.DirectX;
using TerraFX.Interop.Windows;
@@ -9,19 +10,18 @@ namespace Ghost.Graphics.D3D12;
/// <summary>
/// D3D12 implementation of command queue interface
/// </summary>
internal unsafe class D3D12CommandQueue : ICommandQueue
internal unsafe class D3D12CommandQueue : D3D12Object<ID3D12CommandQueue>, ICommandQueue
{
private ComPtr<ID3D12CommandQueue> _queue;
private ComPtr<ID3D12Fence1> _fence;
private UniquePtr<ID3D12Fence1> _fence;
private readonly AutoResetEvent _fenceEvent;
private ulong _fenceValue;
private bool _disposed;
public CommandQueueType Type
{
get;
}
public ID3D12CommandQueue* NativeQueue => _queue.Get();
public ID3D12CommandQueue* NativeQueue => nativeObject.Get();
public D3D12CommandQueue(ID3D12Device14* pDevice, CommandQueueType type)
{
@@ -41,17 +41,25 @@ internal unsafe class D3D12CommandQueue : ICommandQueue
ThrowIfFailed(pDevice->CreateCommandQueue(&queueDesc, __uuidof(pQueue), (void**)&pQueue));
ThrowIfFailed(pDevice->CreateFence(0, D3D12_FENCE_FLAGS.D3D12_FENCE_FLAG_NONE, __uuidof(pFence), (void**)&pFence));
_queue.Attach(pQueue);
nativeObject.Attach(pQueue);
_fence.Attach(pFence);
}
~D3D12CommandQueue()
private static D3D12_COMMAND_LIST_TYPE ConvertCommandQueueType(CommandQueueType type)
{
Dispose();
return type switch
{
CommandQueueType.Graphics => D3D12_COMMAND_LIST_TYPE.D3D12_COMMAND_LIST_TYPE_DIRECT,
CommandQueueType.Compute => D3D12_COMMAND_LIST_TYPE.D3D12_COMMAND_LIST_TYPE_COMPUTE,
CommandQueueType.Copy => D3D12_COMMAND_LIST_TYPE.D3D12_COMMAND_LIST_TYPE_COPY,
_ => throw new ArgumentException($"Unknown command queue type: {type}")
};
}
public void Submit(ICommandBuffer commandBuffer)
{
ThrowIfDisposed();
if (commandBuffer.IsEmpty)
{
return;
@@ -61,7 +69,7 @@ internal unsafe class D3D12CommandQueue : ICommandQueue
{
var commandList = d3d12CommandBuffer.NativeCommandList;
var commandListPtr = (ID3D12CommandList*)commandList;
_queue.Get()->ExecuteCommandLists(1, &commandListPtr);
nativeObject.Get()->ExecuteCommandLists(1, &commandListPtr);
}
else
{
@@ -71,6 +79,8 @@ internal unsafe class D3D12CommandQueue : ICommandQueue
public void Submit(params ReadOnlySpan<ICommandBuffer> commandBuffers)
{
ThrowIfDisposed();
Span<int> executableIndices = stackalloc int[commandBuffers.Length];
executableIndices.Fill(-1);
@@ -107,18 +117,22 @@ internal unsafe class D3D12CommandQueue : ICommandQueue
currentIndex++;
}
_queue.Get()->ExecuteCommandLists((uint)currentIndex, ppCommandLists);
nativeObject.Get()->ExecuteCommandLists((uint)currentIndex, ppCommandLists);
}
public ulong Signal(ulong value)
{
ThrowIfDisposed();
_fenceValue = value;
_queue.Get()->Signal((ID3D12Fence*)_fence.Get(), _fenceValue);
nativeObject.Get()->Signal((ID3D12Fence*)_fence.Get(), _fenceValue);
return _fenceValue;
}
public void WaitForValue(ulong value)
{
ThrowIfDisposed();
if (_fence.Get()->GetCompletedValue() < value)
{
var handle = new HANDLE((void*)_fenceEvent.SafeWaitHandle.DangerousGetHandle());
@@ -131,39 +145,28 @@ internal unsafe class D3D12CommandQueue : ICommandQueue
public ulong GetCompletedValue()
{
ThrowIfDisposed();
return _fence.Get()->GetCompletedValue();
}
public void WaitIdle()
{
ThrowIfDisposed();
var fenceValue = Signal(Interlocked.Increment(ref _fenceValue));
WaitForValue(fenceValue);
}
private static D3D12_COMMAND_LIST_TYPE ConvertCommandQueueType(CommandQueueType type)
protected override void Dispose(bool disposing)
{
return type switch
{
CommandQueueType.Graphics => D3D12_COMMAND_LIST_TYPE.D3D12_COMMAND_LIST_TYPE_DIRECT,
CommandQueueType.Compute => D3D12_COMMAND_LIST_TYPE.D3D12_COMMAND_LIST_TYPE_COMPUTE,
CommandQueueType.Copy => D3D12_COMMAND_LIST_TYPE.D3D12_COMMAND_LIST_TYPE_COPY,
_ => throw new ArgumentException($"Unknown command queue type: {type}")
};
}
public void Dispose()
{
if (_disposed)
if (Disposed)
{
return;
}
_fenceEvent?.Dispose();
_fence.Dispose();
_queue.Dispose();
_disposed = true;
GC.SuppressFinalize(this);
base.Dispose(disposing);
}
}