Files
GhostEngine/Ghost.Graphics/D3D12/D3D12ResourceDatabase.cs
2025-10-05 16:26:37 +09:00

409 lines
12 KiB
C#

using Ghost.Core;
using Ghost.Graphics.Data;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.Collections;
using Misaki.HighPerformance.LowLevel.Collections;
using System.Runtime.InteropServices;
using Win32;
using Win32.Graphics.D3D12MemoryAllocator;
using Win32.Graphics.Direct3D12;
namespace Ghost.Graphics.D3D12;
internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
{
internal unsafe struct ResourceInfo
{
[StructLayout(LayoutKind.Explicit)]
private struct ResourceUnion
{
[FieldOffset(0)]
public Allocation allocation;
[FieldOffset(0)]
public ComPtr<ID3D12Resource> resource;
public ResourceUnion(Allocation allocation)
{
this.allocation = allocation;
this.resource = default;
}
public ResourceUnion(ComPtr<ID3D12Resource> resource)
{
this.resource = resource;
this.allocation = default;
}
}
private ResourceUnion _resourceUnion;
private readonly bool _isExternal;
public D3D12ResourceDescriptor descriptor;
public uint cpuFenceValue;
public ResourceState state;
public ResourceDesc desc;
public readonly bool Allocated => _isExternal ? _resourceUnion.resource.Get() != null : _resourceUnion.allocation.IsNotNull;
public readonly ID3D12Resource* ResourcePtr => _isExternal ? _resourceUnion.resource.Get() : _resourceUnion.allocation.Resource;
public ResourceInfo(in Allocation allocation, uint cpuFenceValue, ResourceState state, D3D12ResourceDescriptor resourceDescriptor, ResourceDesc desc)
{
this._resourceUnion = new ResourceUnion(allocation);
this._isExternal = false;
this.descriptor = resourceDescriptor;
this.cpuFenceValue = cpuFenceValue;
this.state = state;
this.desc = desc;
}
public ResourceInfo(ComPtr<ID3D12Resource> resource, ResourceState state)
{
this._resourceUnion = new ResourceUnion(resource);
this._isExternal = true;
this.descriptor = default;
this.cpuFenceValue = ~0u;
this.state = state;
this.desc = ResourceDesc.FromD3D12(resource.Get()->GetDesc());
}
public uint Release()
{
var refCount = 0u;
if (Allocated)
{
if (_isExternal)
{
refCount = _resourceUnion.resource.Get()->Release();
}
else
{
refCount = _resourceUnion.allocation.Release();
}
_resourceUnion = default;
descriptor = default;
}
return refCount;
}
}
private struct Slot<T>
{
public T value;
public bool occupied;
}
private UnsafeSlotMap<ResourceInfo> _resources;
#if DEBUG || GHOST_EDITOR
private readonly Dictionary<ResourceInfo, string> _resourceName;
#endif
private readonly UnsafeSlotMap<Mesh> _meshes;
private readonly UnsafeSlotMap<Material> _materials;
// NOTE: We use a simple list since shader is not frequently added/removed. This can save 4 bytes for each ecs component.
private readonly DynamicArray<Slot<Shader>> _shaders;
private readonly D3D12DescriptorAllocator _descriptorAllocator;
private bool _disposed;
public D3D12ResourceDatabase(D3D12DescriptorAllocator descriptorAllocator)
{
_resources = new(64, Misaki.HighPerformance.LowLevel.Buffer.Allocator.Persistent);
#if DEBUG || GHOST_EDITOR
_resourceName = new(64);
#endif
_meshes = new(64, Misaki.HighPerformance.LowLevel.Buffer.Allocator.Persistent);
_materials = new(16, Misaki.HighPerformance.LowLevel.Buffer.Allocator.Persistent);
_shaders = new(16);
_descriptorAllocator = descriptorAllocator;
}
~D3D12ResourceDatabase()
{
Dispose();
}
public unsafe Handle<GPUResource> ImportExternalResource<T>(T resource, ResourceState initialState)
where T : unmanaged
{
ObjectDisposedException.ThrowIf(_disposed, this);
if (resource is not ComPtr<ID3D12Resource> d3d12Resource)
{
throw new InvalidOperationException($"Expect ComPtr<ID3D12Resource> in D3D12ResourceDatabase, but got {typeof(T)}.");
}
var id = _resources.Add(new ResourceInfo(d3d12Resource, initialState), out var generation);
return new Handle<GPUResource>(id, generation);
}
public Handle<GPUResource> AddResource(ref readonly Allocation allocation, uint cpuFenceValue, ResourceState initialState, D3D12ResourceDescriptor resourceDescriptor, ResourceDesc desc)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var id = _resources.Add(new ResourceInfo(allocation, cpuFenceValue, initialState, resourceDescriptor, desc), out var generation);
return new Handle<GPUResource>(id, generation);
}
public ref ResourceInfo GetResourceInfo(Handle<GPUResource> handle)
{
ObjectDisposedException.ThrowIf(_disposed, this);
ref var info = ref _resources.GetElementReferenceAt(handle.id, handle.generation, out var exist);
if (!exist)
{
throw new KeyNotFoundException($"Resource with handle {handle} not found.");
}
return ref info;
}
public ref ResourceInfo GetResourceInfo(Handle<GPUResource> handle, out bool exist)
{
ObjectDisposedException.ThrowIf(_disposed, this);
return ref _resources.GetElementReferenceAt(handle.id, handle.generation, out exist);
}
public unsafe ID3D12Resource* GetResource(Handle<GPUResource> handle)
{
ObjectDisposedException.ThrowIf(_disposed, this);
ref var info = ref GetResourceInfo(handle);
if (!info.Allocated)
{
return null;
}
return info.ResourcePtr;
}
public ResourceState GetResourceState(Handle<GPUResource> handle)
{
ObjectDisposedException.ThrowIf(_disposed, this);
return GetResourceInfo(handle).state;
}
public void SetResourceState(Handle<GPUResource> handle, ResourceState state)
{
ObjectDisposedException.ThrowIf(_disposed, this);
ref var info = ref _resources.GetElementReferenceAt(handle.id, handle.generation, out var exist);
if (!exist || !info.Allocated)
{
throw new KeyNotFoundException($"Resource with handle {handle} not found.");
}
info.state = state;
}
public ResourceDesc GetResourceDescription(Handle<GPUResource> handle)
{
ObjectDisposedException.ThrowIf(_disposed, this);
return GetResourceInfo(handle).desc;
}
public int GetBindlessIndex(Handle<GPUResource> handle)
{
ref var info = ref GetResourceInfo(handle, out var exist);
if (!exist || !info.Allocated)
{
return -1;
}
return info.descriptor.srv.value;
}
public unsafe void ReleaseResource(Handle<GPUResource> handle)
{
ObjectDisposedException.ThrowIf(_disposed, this);
if (!handle.IsValid)
{
return;
}
ref var info = ref _resources.GetElementReferenceAt(handle.id, handle.generation, out var exist);
if (!exist || !info.Allocated)
{
return;
}
var refCount = info.Release();
#if DEBUG || GHOST_EDITOR
if (refCount > 0)
{
throw new GPUResourceLeakException(refCount, info.ResourcePtr, _resourceName[info]);
}
#endif
_resources.Remove(handle.id, handle.generation);
}
public Handle<Mesh> AddMesh(ref readonly Mesh mesh)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var id = _meshes.Add(mesh, out var generation);
return new Handle<Mesh>(id, generation);
}
public bool HasMesh(Handle<Mesh> handle)
{
ObjectDisposedException.ThrowIf(_disposed, this);
return _meshes.Contain(handle.id, handle.generation);
}
public ref Mesh GetMeshReference(Handle<Mesh> handle)
{
ref var mesh = ref _meshes.GetElementReferenceAt(handle.id, handle.generation, out var exist);
if (!exist)
{
throw new ArgumentOutOfRangeException(nameof(handle), $"Mesh {handle} is invalid.");
}
return ref mesh;
}
private void ReleaseMeshResources(ref readonly Mesh mesh)
{
mesh.ReleaseCpuResources();
ref var vertexRef = ref GetResourceInfo(mesh.vertexBuffer.AsResource());
ref var indexRef = ref GetResourceInfo(mesh.indexBuffer.AsResource());
_descriptorAllocator.Release(vertexRef.descriptor);
_descriptorAllocator.Release(indexRef.descriptor);
ReleaseResource(mesh.vertexBuffer.AsResource());
ReleaseResource(mesh.indexBuffer.AsResource());
}
public void ReleaseMesh(Handle<Mesh> handle)
{
ref var meshSlot = ref _meshes.GetElementReferenceAt(handle.id, handle.generation, out var exist);
if (!exist)
{
return;
}
ReleaseMeshResources(ref meshSlot);
_meshes.Remove(handle.id, handle.generation);
}
public Handle<Material> AddMaterial(ref readonly Material material)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var id = _materials.Add(material, out var generation);
return new Handle<Material>(id, generation);
}
public bool HasMaterial(Handle<Material> handle)
{
ObjectDisposedException.ThrowIf(_disposed, this);
return _materials.Contain(handle.id, handle.generation);
}
public ref Material GetMaterialReference(Handle<Material> handle)
{
ref var material = ref _materials.GetElementReferenceAt(handle.id, handle.generation, out var exist);
if (!exist)
{
throw new ArgumentOutOfRangeException(nameof(handle), $"Material handle {handle} is invalid.");
}
return ref material;
}
public void ReleaseMaterial(Handle<Material> handle)
{
ref var material = ref _materials.GetElementReferenceAt(handle.id, handle.generation, out var exist);
if (!exist)
{
return;
}
material.Dispose();
}
public Identifier<Shader> AddShader(ref readonly Shader shader)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var id = _shaders.Count;
_shaders.Add(new Slot<Shader> { value = shader, occupied = true });
return new Identifier<Shader>(id);
}
public bool HasShader(Identifier<Shader> id)
{
ObjectDisposedException.ThrowIf(_disposed, this);
return id.value >= 0 && id.value < _shaders.Count && _shaders[id.value].occupied;
}
public ref Shader GetShaderReference(Identifier<Shader> id)
{
if (!HasShader(id))
{
throw new ArgumentOutOfRangeException(nameof(id), $"Shader id {id} is invalid.");
}
ref var shader = ref _shaders[id.value].value;
return ref shader;
}
public void ReleaseShader(Identifier<Shader> handle)
{
if (!HasShader(handle))
{
return;
}
ref var shader = ref _shaders[handle.value].value;
shader.Dispose();
}
public void Dispose()
{
if (_disposed)
{
return;
}
#if DEBUG || GHOST_EDITOR
if (_resources.Count > 0)
{
throw new InvalidOperationException($"ResourceAllocator is being disposed with {_resources.Count} allocations still registered. Ensure all resources are released before disposing.");
}
if (_meshes.Count > 0)
{
throw new InvalidOperationException($"ResourceAllocator is being disposed with {_meshes.Count} meshes still registered. Ensure all meshes are released before disposing.");
}
if (_materials.Count > 0)
{
throw new InvalidOperationException($"ResourceAllocator is being disposed with {_materials.Count} materials still registered. Ensure all materials are released before disposing.");
}
if (_shaders.Count > 0)
{
throw new InvalidOperationException($"ResourceAllocator is being disposed with {_shaders.Count} shaders still registered. Ensure all shaders are released before disposing.");
}
#endif
_resources.Dispose();
_meshes.Dispose();
_materials.Dispose();
_disposed = true;
GC.SuppressFinalize(this);
}
}