Files
GhostEngine/Ghost.Graphics/D3D12/D3D12CommandQueue.cs
Misaki 0720444c2c Refactor and enhance resource management and rendering
Updated multiple components to improve encapsulation, maintainability, and performance. Key changes include:

- Upgraded package dependencies in project files.
- Refactored `Mesh` and `RenderingContext` to use properties and added support for per-object constant buffers.
- Improved resource management in `D3D12CommandBuffer`, `D3D12CommandQueue`, and `D3D12ResourceAllocator` with better encapsulation and disposal handling.
- Added validation for constant buffer sizes in `D3D12PipelineLibrary`.
- Simplified `MeshBuilder` methods to accept allocators and removed hardcoded values.
- Enhanced debugging with `GPUResourceLeakException` and resource tracking updates.
- Updated shaders and rendering logic for testing, including hardcoded triangle rendering.
- Removed redundant base classes and interfaces for cleaner code structure.
2025-11-26 01:48:24 +09:00

182 lines
5.3 KiB
C#

using Ghost.Core.Utilities;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.LowLevel;
using TerraFX.Interop.DirectX;
using TerraFX.Interop.Windows;
namespace Ghost.Graphics.D3D12;
/// <summary>
/// D3D12 implementation of command queue interface
/// </summary>
internal unsafe class D3D12CommandQueue : ICommandQueue
{
private UniquePtr<ID3D12CommandQueue> _commandQueue;
private UniquePtr<ID3D12Fence1> _fence;
private readonly AutoResetEvent _fenceEvent;
private ulong _fenceValue;
private bool _disposed;
public CommandQueueType Type
{
get;
}
public SharedPtr<ID3D12CommandQueue> NativeQueue => _commandQueue.Get();
public D3D12CommandQueue(ID3D12Device14* pDevice, CommandQueueType type)
{
Type = type;
_fenceEvent = new AutoResetEvent(false);
_fenceValue = 0;
var queueDesc = new D3D12_COMMAND_QUEUE_DESC
{
Type = ConvertCommandQueueType(type),
Priority = (int)D3D12_COMMAND_QUEUE_PRIORITY.D3D12_COMMAND_QUEUE_PRIORITY_NORMAL,
Flags = D3D12_COMMAND_QUEUE_FLAGS.D3D12_COMMAND_QUEUE_FLAG_NONE,
};
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));
_commandQueue.Attach(pQueue);
_fence.Attach(pFence);
}
~D3D12CommandQueue()
{
Dispose();
}
private static D3D12_COMMAND_LIST_TYPE ConvertCommandQueueType(CommandQueueType type)
{
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)
{
ObjectDisposedException.ThrowIf(_disposed, this);
if (commandBuffer.IsEmpty)
{
return;
}
if (commandBuffer is D3D12CommandBuffer d3d12CommandBuffer)
{
var commandList = d3d12CommandBuffer.NativeCommandList;
var commandListPtr = (ID3D12CommandList*)commandList.Get();
_commandQueue.Get()->ExecuteCommandLists(1, &commandListPtr);
}
else
{
throw new ArgumentException("Command buffer must be a D3D12CommandBuffer", nameof(commandBuffer));
}
}
public void Submit(params ReadOnlySpan<ICommandBuffer> commandBuffers)
{
ObjectDisposedException.ThrowIf(_disposed, this);
Span<int> executableIndices = stackalloc int[commandBuffers.Length];
executableIndices.Fill(-1);
var currentIndex = 0;
for (var i = 0; i < commandBuffers.Length; i++)
{
if (!commandBuffers[i].IsEmpty)
{
executableIndices[currentIndex] = i;
currentIndex++;
}
}
var ppCommandLists = stackalloc ID3D12CommandList*[commandBuffers.Length];
currentIndex = 0;
while (currentIndex < commandBuffers.Length)
{
var cmdIndex = executableIndices[currentIndex];
if (cmdIndex == -1)
{
break;
}
if (commandBuffers[cmdIndex] is D3D12CommandBuffer d3d12CommandBuffer)
{
ppCommandLists[currentIndex] = (ID3D12CommandList*)d3d12CommandBuffer.NativeCommandList.Get();
}
else
{
throw new ArgumentException("Command buffer must be a D3D12CommandBuffer", nameof(commandBuffers));
}
currentIndex++;
}
_commandQueue.Get()->ExecuteCommandLists((uint)currentIndex, ppCommandLists);
}
public ulong Signal(ulong value)
{
ObjectDisposedException.ThrowIf(_disposed, this);
_fenceValue = value;
_commandQueue.Get()->Signal((ID3D12Fence*)_fence.Get(), _fenceValue);
return _fenceValue;
}
public void WaitForValue(ulong value)
{
ObjectDisposedException.ThrowIf(_disposed, this);
if (_fence.Get()->GetCompletedValue() < value)
{
var handle = new HANDLE((void*)_fenceEvent.SafeWaitHandle.DangerousGetHandle());
if (_fence.Get()->SetEventOnCompletion(value, handle).SUCCEEDED)
{
_fenceEvent.WaitOne();
}
}
}
public ulong GetCompletedValue()
{
ObjectDisposedException.ThrowIf(_disposed, this);
return _fence.Get()->GetCompletedValue();
}
public void WaitIdle()
{
ObjectDisposedException.ThrowIf(_disposed, this);
var fenceValue = Signal(Interlocked.Increment(ref _fenceValue));
WaitForValue(fenceValue);
}
public void Dispose()
{
if (_disposed)
{
return;
}
_commandQueue.Dispose();
_fence.Dispose();
_fenceEvent?.Dispose();
_disposed = true;
GC.SuppressFinalize(this);
}
}