Files
GhostEngine/Ghost.Graphics/D3D12/D3D12ResourceAllocator.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

983 lines
37 KiB
C#

using Ghost.Core;
using Ghost.Core.Graphics;
using Ghost.Core.Utilities;
using Ghost.Graphics.Core;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.LowLevel;
using Misaki.HighPerformance.LowLevel.Collections;
using Misaki.HighPerformance.Mathematics;
using System.Runtime.CompilerServices;
using TerraFX.Interop.DirectX;
using TerraFX.Interop.Windows;
using static TerraFX.Aliases.D3D12_Alias;
using static TerraFX.Aliases.D3D12MA_Alias;
using static TerraFX.Aliases.DXGI_Alias;
using static TerraFX.Interop.DirectX.D3D12MemAlloc;
namespace Ghost.Graphics.D3D12;
internal sealed unsafe partial class D3D12ResourceAllocator
{
// NOTE: _MAX_BYTES may not be accurate, we need to verify it with feature level checks.
private const uint _MAX_BYTES = D3D12_REQ_RESOURCE_SIZE_IN_MEGABYTES_EXPRESSION_A_TERM * 1024u * 1024u;
private const uint _MAX_TEXTURE2D_DIMENSION = 16384u;
private const uint _MAX_TEXTURE3D_DIMENSION = 2048u;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static void CheckBufferSize(ulong sizeInBytes)
{
if (sizeInBytes > _MAX_BYTES)
{
throw new InvalidOperationException($"ERROR: Resource size too large for DirectX 12 (size {sizeInBytes})");
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static void CheckTexture2DSize(uint width, uint height)
{
if (width > _MAX_TEXTURE2D_DIMENSION || height > _MAX_TEXTURE2D_DIMENSION)
{
throw new InvalidOperationException($"ERROR: Texture size too large for DirectX 12 (width {width}, height {height})");
}
}
private static D3D12_SHADER_RESOURCE_VIEW_DESC CreateTextureSrvDesc(ID3D12Resource* pResource, uint mipLevels, uint arraySize, bool isCubeMap)
{
var resourceDesc = pResource->GetDesc();
var srvDesc = new D3D12_SHADER_RESOURCE_VIEW_DESC
{
Format = resourceDesc.Format,
Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING
};
switch (resourceDesc.Dimension)
{
case D3D12_RESOURCE_DIMENSION_TEXTURE1D:
if (resourceDesc.DepthOrArraySize > 1)
{
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE1DARRAY;
srvDesc.Texture1DArray = new D3D12_TEX1D_ARRAY_SRV
{
MipLevels = mipLevels,
ArraySize = arraySize,
};
}
else
{
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE1D;
srvDesc.Texture1D = new D3D12_TEX1D_SRV
{
MipLevels = mipLevels,
};
}
break;
case D3D12_RESOURCE_DIMENSION_TEXTURE2D:
if (resourceDesc.DepthOrArraySize > 1)
{
if (isCubeMap)
{
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
srvDesc.TextureCubeArray = new D3D12_TEXCUBE_ARRAY_SRV
{
MipLevels = mipLevels,
NumCubes = arraySize / 6,
};
}
else
{
srvDesc.ViewDimension = resourceDesc.SampleDesc.Count > 1 ? D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY : D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
srvDesc.Texture2DArray = new D3D12_TEX2D_ARRAY_SRV
{
MipLevels = mipLevels,
ArraySize = arraySize,
};
}
}
else
{
if (isCubeMap)
{
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
srvDesc.TextureCube = new D3D12_TEXCUBE_SRV
{
MipLevels = mipLevels,
};
}
else
{
srvDesc.ViewDimension = resourceDesc.SampleDesc.Count > 1 ? D3D12_SRV_DIMENSION_TEXTURE2DMS : D3D12_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D = new D3D12_TEX2D_SRV
{
MipLevels = mipLevels,
};
}
}
break;
case D3D12_RESOURCE_DIMENSION_TEXTURE3D:
srvDesc.Texture3D = new D3D12_TEX3D_SRV
{
MipLevels = mipLevels,
};
break;
default:
throw new ArgumentException($"Unsupported texture dimension for SRV: {resourceDesc.Dimension}");
}
return srvDesc;
}
private static D3D12_SHADER_RESOURCE_VIEW_DESC CreateBufferSrvDesc(ID3D12Resource* pResource, uint stride, bool isRaw)
{
var resourceDesc = pResource->GetDesc();
var srvDesc = new D3D12_SHADER_RESOURCE_VIEW_DESC
{
ViewDimension = D3D12_SRV_DIMENSION_BUFFER,
Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING
};
if (isRaw)
{
srvDesc.Format = DXGI_FORMAT_R32_TYPELESS;
srvDesc.Buffer.FirstElement = 0;
srvDesc.Buffer.NumElements = (uint)(resourceDesc.Width / 4u);
srvDesc.Buffer.StructureByteStride = 0;
srvDesc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
}
else // Assumes Structured
{
srvDesc.Format = resourceDesc.Format;
srvDesc.Buffer.FirstElement = 0;
srvDesc.Buffer.NumElements = (uint)(resourceDesc.Width / stride);
srvDesc.Buffer.StructureByteStride = stride;
srvDesc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
}
return srvDesc;
}
private static D3D12_RENDER_TARGET_VIEW_DESC CreateRtvDesc(ID3D12Resource* pResource, uint mipSlice = 0, uint firstArraySlice = 0, uint planeSlice = 0)
{
var resourceDesc = pResource->GetDesc();
var rtvDesc = new D3D12_RENDER_TARGET_VIEW_DESC();
switch (resourceDesc.Dimension)
{
case D3D12_RESOURCE_DIMENSION_BUFFER:
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_BUFFER;
break;
case D3D12_RESOURCE_DIMENSION_TEXTURE1D:
rtvDesc.ViewDimension = resourceDesc.DepthOrArraySize > 1 ? D3D12_RTV_DIMENSION_TEXTURE1DARRAY : D3D12_RTV_DIMENSION_TEXTURE1D;
break;
case D3D12_RESOURCE_DIMENSION_TEXTURE2D:
if (resourceDesc.SampleDesc.Count > 1)
{
rtvDesc.ViewDimension = resourceDesc.DepthOrArraySize > 1 ? D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY : D3D12_RTV_DIMENSION_TEXTURE2DMS;
}
else
{
rtvDesc.ViewDimension = resourceDesc.DepthOrArraySize > 1 ? D3D12_RTV_DIMENSION_TEXTURE2DARRAY : D3D12_RTV_DIMENSION_TEXTURE2D;
}
break;
case D3D12_RESOURCE_DIMENSION_TEXTURE3D:
rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE3D;
break;
default:
throw new ArgumentException($"Unsupported texture dimension for SRV: {resourceDesc.Dimension}");
}
rtvDesc.Format = resourceDesc.Format;
var isArray =
rtvDesc.ViewDimension == D3D12_RTV_DIMENSION_TEXTURE2DARRAY ||
rtvDesc.ViewDimension == D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
var arraySize = 1u;
if (isArray)
{
arraySize = resourceDesc.ArraySize() - firstArraySlice;
}
switch (rtvDesc.ViewDimension)
{
case D3D12_RTV_DIMENSION_BUFFER:
rtvDesc.Buffer.FirstElement = firstArraySlice;
rtvDesc.Buffer.NumElements = arraySize;
break;
case D3D12_RTV_DIMENSION_TEXTURE1D:
rtvDesc.Texture1D.MipSlice = mipSlice;
break;
case D3D12_RTV_DIMENSION_TEXTURE1DARRAY:
rtvDesc.Texture1DArray.MipSlice = mipSlice;
rtvDesc.Texture1DArray.FirstArraySlice = firstArraySlice;
rtvDesc.Texture1DArray.ArraySize = arraySize;
break;
case D3D12_RTV_DIMENSION_TEXTURE2D:
rtvDesc.Texture2D.MipSlice = mipSlice;
rtvDesc.Texture2D.PlaneSlice = planeSlice;
break;
case D3D12_RTV_DIMENSION_TEXTURE2DARRAY:
rtvDesc.Texture2DArray.MipSlice = mipSlice;
rtvDesc.Texture2DArray.FirstArraySlice = firstArraySlice;
rtvDesc.Texture2DArray.ArraySize = arraySize;
rtvDesc.Texture2DArray.PlaneSlice = planeSlice;
break;
case D3D12_RTV_DIMENSION_TEXTURE2DMS:
break;
case D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY:
rtvDesc.Texture2DMSArray.FirstArraySlice = firstArraySlice;
rtvDesc.Texture2DMSArray.ArraySize = arraySize;
break;
case D3D12_RTV_DIMENSION_TEXTURE3D:
rtvDesc.Texture3D.MipSlice = mipSlice;
rtvDesc.Texture3D.FirstWSlice = firstArraySlice;
rtvDesc.Texture3D.WSize = arraySize;
break;
default:
throw new ArgumentException($"Unsupported RTV dimension: {rtvDesc.ViewDimension}");
}
return rtvDesc;
}
private static D3D12_DEPTH_STENCIL_VIEW_DESC CreateDsvDesc(ID3D12Resource* pResource, uint mipSlice = 0, uint firstArraySlice = 0, D3D12_DSV_FLAGS flags = D3D12_DSV_FLAG_NONE)
{
var resourceDesc = pResource->GetDesc();
var dsvDesc = new D3D12_DEPTH_STENCIL_VIEW_DESC
{
Flags = flags,
};
switch (resourceDesc.Dimension)
{
case D3D12_RESOURCE_DIMENSION_TEXTURE1D:
dsvDesc.ViewDimension = resourceDesc.DepthOrArraySize > 1 ? D3D12_DSV_DIMENSION_TEXTURE1DARRAY : D3D12_DSV_DIMENSION_TEXTURE1D;
break;
case D3D12_RESOURCE_DIMENSION_TEXTURE2D:
if (resourceDesc.SampleDesc.Count > 1)
{
dsvDesc.ViewDimension = resourceDesc.DepthOrArraySize > 1 ? D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY : D3D12_DSV_DIMENSION_TEXTURE2DMS;
}
else
{
dsvDesc.ViewDimension = resourceDesc.DepthOrArraySize > 1 ? D3D12_DSV_DIMENSION_TEXTURE2DARRAY : D3D12_DSV_DIMENSION_TEXTURE2D;
}
break;
}
dsvDesc.Format = resourceDesc.Format;
var isArray =
dsvDesc.ViewDimension == D3D12_DSV_DIMENSION_TEXTURE2DARRAY ||
dsvDesc.ViewDimension == D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY;
var arraySize = 1u;
if (isArray)
{
arraySize = resourceDesc.ArraySize() - firstArraySlice;
}
switch (dsvDesc.ViewDimension)
{
case D3D12_DSV_DIMENSION_TEXTURE1D:
dsvDesc.Texture1D.MipSlice = mipSlice;
break;
case D3D12_DSV_DIMENSION_TEXTURE1DARRAY:
dsvDesc.Texture1DArray.MipSlice = mipSlice;
dsvDesc.Texture1DArray.FirstArraySlice = firstArraySlice;
dsvDesc.Texture1DArray.ArraySize = arraySize;
break;
case D3D12_DSV_DIMENSION_TEXTURE2D:
dsvDesc.Texture2D.MipSlice = mipSlice;
break;
case D3D12_DSV_DIMENSION_TEXTURE2DARRAY:
dsvDesc.Texture2DArray.MipSlice = mipSlice;
dsvDesc.Texture2DArray.FirstArraySlice = firstArraySlice;
dsvDesc.Texture2DArray.ArraySize = arraySize;
break;
case D3D12_DSV_DIMENSION_TEXTURE2DMS:
break;
case D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY:
dsvDesc.Texture2DMSArray.FirstArraySlice = firstArraySlice;
dsvDesc.Texture2DMSArray.ArraySize = arraySize;
break;
default:
break;
}
return dsvDesc;
}
private static D3D12_UNORDERED_ACCESS_VIEW_DESC CreateTextureUavDesc(ID3D12Resource* pResource, uint mipSlice = 0, uint firstArraySlice = 0, uint planeSlice = 0)
{
var resourceDesc = pResource->GetDesc();
var uavDesc = new D3D12_UNORDERED_ACCESS_VIEW_DESC
{
Format = resourceDesc.Format
};
switch (resourceDesc.Dimension)
{
case D3D12_RESOURCE_DIMENSION_TEXTURE1D:
if (resourceDesc.DepthOrArraySize > 1)
{
uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE1DARRAY;
uavDesc.Texture1DArray = new D3D12_TEX1D_ARRAY_UAV
{
MipSlice = mipSlice,
FirstArraySlice = firstArraySlice,
ArraySize = resourceDesc.ArraySize() - firstArraySlice
};
}
else
{
uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE1D;
uavDesc.Texture1D = new D3D12_TEX1D_UAV
{
MipSlice = mipSlice
};
}
break;
case D3D12_RESOURCE_DIMENSION_TEXTURE2D:
if (resourceDesc.DepthOrArraySize > 1)
{
uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
uavDesc.Texture2DArray = new D3D12_TEX2D_ARRAY_UAV
{
MipSlice = mipSlice,
FirstArraySlice = firstArraySlice,
ArraySize = resourceDesc.ArraySize() - firstArraySlice,
PlaneSlice = planeSlice
};
}
else
{
uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
uavDesc.Texture2D = new D3D12_TEX2D_UAV
{
MipSlice = mipSlice,
PlaneSlice = planeSlice
};
}
break;
case D3D12_RESOURCE_DIMENSION_TEXTURE3D:
uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
uavDesc.Texture3D = new D3D12_TEX3D_UAV
{
MipSlice = mipSlice,
FirstWSlice = firstArraySlice,
WSize = resourceDesc.Depth() - firstArraySlice
};
break;
case D3D12_RESOURCE_DIMENSION_BUFFER:
uavDesc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
uavDesc.Buffer = new D3D12_BUFFER_UAV
{
FirstElement = 0,
NumElements = (uint)(resourceDesc.Width / 4), // Assuming R32_TYPELESS RAW
StructureByteStride = 0,
Flags = D3D12_BUFFER_UAV_FLAG_RAW
};
break;
default:
throw new ArgumentException($"Unsupported texture dimension for UAV: {resourceDesc.Dimension}");
}
return uavDesc;
}
private static D3D12_UNORDERED_ACCESS_VIEW_DESC CreateBufferUavDesc(ID3D12Resource* pResource, uint stride, bool isRaw)
{
var resourceDesc = pResource->GetDesc();
var uavDesc = new D3D12_UNORDERED_ACCESS_VIEW_DESC
{
ViewDimension = D3D12_UAV_DIMENSION_BUFFER,
};
if (isRaw)
{
uavDesc.Format = DXGI_FORMAT_R32_TYPELESS;
uavDesc.Buffer.FirstElement = 0;
uavDesc.Buffer.NumElements = (uint)(resourceDesc.Width / 4u);
uavDesc.Buffer.StructureByteStride = 0;
uavDesc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW;
}
else // Assumes Structured
{
uavDesc.Format = resourceDesc.Format;
uavDesc.Buffer.FirstElement = 0;
uavDesc.Buffer.NumElements = (uint)(resourceDesc.Width / stride);
uavDesc.Buffer.StructureByteStride = stride;
uavDesc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_NONE;
}
return uavDesc;
}
private static DXGI_FORMAT ConvertTextureFormat(TextureFormat format)
{
return format switch
{
TextureFormat.R8G8B8A8_UNorm => DXGI_FORMAT_R8G8B8A8_UNORM,
TextureFormat.B8G8R8A8_UNorm => DXGI_FORMAT_B8G8R8A8_UNORM,
TextureFormat.R16G16B16A16_Float => DXGI_FORMAT_R16G16B16A16_FLOAT,
TextureFormat.R32G32B32A32_Float => DXGI_FORMAT_R32G32B32A32_FLOAT,
TextureFormat.D24_UNorm_S8_UInt => DXGI_FORMAT_D24_UNORM_S8_UINT,
TextureFormat.D32_Float => DXGI_FORMAT_D32_FLOAT,
_ => throw new ArgumentException($"Unsupported texture format: {format}")
};
}
private static D3D12_RESOURCE_FLAGS ConvertTextureUsage(TextureUsage usage)
{
var flags = D3D12_RESOURCE_FLAG_NONE;
if (usage.HasFlag(TextureUsage.RenderTarget))
{
flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
}
if (usage.HasFlag(TextureUsage.DepthStencil))
{
flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
}
if (usage.HasFlag(TextureUsage.UnorderedAccess))
{
flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
}
return flags;
}
private static D3D12_RESOURCE_FLAGS ConvertBufferUsage(BufferUsage usage)
{
var flags = D3D12_RESOURCE_FLAG_NONE;
if (usage.HasFlag(BufferUsage.Raw) || usage.HasFlag(BufferUsage.UnorderedAccess))
{
flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
}
return flags;
}
private static D3D12_HEAP_TYPE ConvertMemoryType(ResourceMemoryType memoryType)
{
return memoryType switch
{
ResourceMemoryType.Default => D3D12_HEAP_TYPE_DEFAULT,
ResourceMemoryType.Upload => D3D12_HEAP_TYPE_UPLOAD,
ResourceMemoryType.Readback => D3D12_HEAP_TYPE_READBACK,
_ => throw new ArgumentException($"Unsupported memory type: {memoryType}")
};
}
private static D3D12_RESOURCE_STATES DetermineInitialTextureState(TextureUsage usage)
{
if (usage.HasFlag(TextureUsage.RenderTarget))
{
return D3D12_RESOURCE_STATE_RENDER_TARGET;
}
if (usage.HasFlag(TextureUsage.DepthStencil))
{
return D3D12_RESOURCE_STATE_DEPTH_WRITE;
}
if (usage.HasFlag(TextureUsage.UnorderedAccess))
{
return D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
}
return D3D12_RESOURCE_STATE_COMMON;
}
private static D3D12_RESOURCE_STATES DetermineInitialBufferState(BufferUsage usage, ResourceMemoryType memoryType)
{
if (memoryType == ResourceMemoryType.Upload)
{
return D3D12_RESOURCE_STATE_GENERIC_READ;
}
if (memoryType == ResourceMemoryType.Readback)
{
return D3D12_RESOURCE_STATE_COPY_DEST;
}
// Default to Common, but check for specific roles
var state = D3D12_RESOURCE_STATE_COMMON;
return state;
if (usage.HasFlag(BufferUsage.Vertex) || usage.HasFlag(BufferUsage.Constant))
{
// Vertex and Constant buffers can share this state
state |= D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
}
if (usage.HasFlag(BufferUsage.Index))
{
state |= D3D12_RESOURCE_STATE_INDEX_BUFFER;
}
if (usage.HasFlag(BufferUsage.UnorderedAccess))
{
state |= D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
}
if (usage.HasFlag(BufferUsage.IndirectArgument))
{
state |= D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT;
}
// If only one state is set (e.g., just IndexBuffer), return it directly
// This is a common optimization to avoid an initial barrier
if (math.ispow2((int)state))
{
return state;
}
// If multiple roles (e.g., Vertex and Index), start in COMMON
// or return the combined state if they are compatible
// For simplicity, we'll just check for the common "Vertex/Constant" combo
if (state == D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER)
{
return D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
}
// If it's a mix, start in common and let the user barrier
return D3D12_RESOURCE_STATE_COMMON;
}
private static ResourceState D3D12StatesToRHIState(D3D12_RESOURCE_STATES states)
{
return states switch
{
//case ResourceStates.None:
//case ResourceStates.Present:
D3D12_RESOURCE_STATE_COMMON => ResourceState.Common,
D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER => ResourceState.VertexAndConstantBuffer,
D3D12_RESOURCE_STATE_INDEX_BUFFER => ResourceState.IndexBuffer,
D3D12_RESOURCE_STATE_RENDER_TARGET => ResourceState.RenderTarget,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS => ResourceState.UnorderedAccess,
D3D12_RESOURCE_STATE_DEPTH_WRITE => ResourceState.DepthWrite,
D3D12_RESOURCE_STATE_DEPTH_READ => ResourceState.DepthRead,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE => ResourceState.PixelShaderResource,
//case ResourceStates.Predication:
D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT => ResourceState.IndirectArgument,
D3D12_RESOURCE_STATE_COPY_DEST => ResourceState.CopyDest,
D3D12_RESOURCE_STATE_COPY_SOURCE => ResourceState.CopySource,
D3D12_RESOURCE_STATE_GENERIC_READ => ResourceState.GenericRead,
_ => ResourceState.Common,
};
}
}
// TODO: Dedicated pool for copy, render graph, and persistent resources
// TODO: Thread safety for resource allocator
// A common solution is to use ticket. Each pAllocation request create a ticket and put it into a thread-safe queue. A dedicated thread process the queue and fulfill the requests.
internal sealed unsafe partial class D3D12ResourceAllocator : IResourceAllocator
{
private UniquePtr<D3D12MA_Allocator> _d3d12MA;
private readonly IFenceSynchronizer _fenceSynchronizer;
private readonly D3D12RenderDevice _device;
private readonly D3D12DescriptorAllocator _descriptorAllocator;
private readonly D3D12ResourceDatabase _resourceDatabase;
private readonly D3D12PipelineLibrary _pipelineLibrary;
private UnsafeQueue<Handle<GPUResource>> _temResources;
private bool _disposed;
public D3D12ResourceAllocator(
IFenceSynchronizer fenceSynchronizer,
D3D12RenderDevice device,
D3D12DescriptorAllocator descriptorAllocator,
D3D12ResourceDatabase resourceDatabase,
D3D12PipelineLibrary pipelineLibrary)
{
var desc = new D3D12MA_ALLOCATOR_DESC
{
pAdapter = (IDXGIAdapter*)device.Adapter.Get(),
pDevice = (ID3D12Device*)device.NativeDevice.Get(),
Flags = D3D12MA_ALLOCATOR_FLAG_DEFAULT_POOLS_NOT_ZEROED | D3D12MA_ALLOCATOR_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED,
};
D3D12MA_Allocator* pAllocator = default;
ThrowIfFailed(D3D12MA_CreateAllocator(&desc, &pAllocator));
_d3d12MA.Attach(pAllocator);
_fenceSynchronizer = fenceSynchronizer;
_device = device;
_descriptorAllocator = descriptorAllocator;
_resourceDatabase = resourceDatabase;
_pipelineLibrary = pipelineLibrary;
_temResources = new(64, Misaki.HighPerformance.LowLevel.Buffer.Allocator.Persistent);
}
~D3D12ResourceAllocator()
{
Dispose();
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private Handle<GPUResource> TrackResource(D3D12MA_Allocation* allocation, D3D12_RESOURCE_STATES state, ResourceViewGroup resourceDescriptor, ResourceDesc desc, bool isTemp)
{
var handle = _resourceDatabase.AddResource(allocation, _fenceSynchronizer.CPUFenceValue, D3D12StatesToRHIState(state), resourceDescriptor, desc);
if (isTemp)
{
_temResources.Enqueue(handle);
}
return handle;
}
public Handle<Texture> CreateTexture(ref readonly TextureDesc desc, bool isTemp = false)
{
ObjectDisposedException.ThrowIf(_disposed, this);
CheckTexture2DSize(desc.Width, desc.Height);
var d3d12Format = ConvertTextureFormat(desc.Format);
var maxDimension = Math.Max(desc.Width, Math.Max(desc.Height, desc.Slice));
var mipLevels = desc.MipLevels == 0
? (ushort)(1 + Math.Floor(Math.Log2(maxDimension)))
: (ushort)desc.MipLevels;
var resourceFlags = ConvertTextureUsage(desc.Usage);
var resourceDesc = desc.Dimension switch
{
TextureDimension.Texture2D => D3D12_RESOURCE_DESC.Tex2D(
d3d12Format,
desc.Width,
desc.Height,
mipLevels: mipLevels,
flags: resourceFlags),
TextureDimension.Texture3D => D3D12_RESOURCE_DESC.Tex3D(
d3d12Format,
desc.Width,
desc.Height,
(ushort)desc.Slice,
flags: resourceFlags),
TextureDimension.TextureCube => D3D12_RESOURCE_DESC.Tex2D(
d3d12Format,
desc.Width,
desc.Height,
mipLevels: mipLevels,
arraySize: 6,
flags: resourceFlags),
TextureDimension.Texture2DArray => D3D12_RESOURCE_DESC.Tex2D(
d3d12Format,
desc.Width,
desc.Height,
mipLevels: mipLevels,
arraySize: (ushort)desc.Slice,
flags: resourceFlags),
TextureDimension.TextureCubeArray => D3D12_RESOURCE_DESC.Tex2D(
d3d12Format,
desc.Width,
desc.Height,
mipLevels: mipLevels,
arraySize: (ushort)(desc.Slice * 6),
flags: resourceFlags),
_ => throw new ArgumentException($"Unsupported texture dimension: {desc.Dimension}"),
};
var allocationDesc = new D3D12MA_ALLOCATION_DESC
{
HeapType = D3D12_HEAP_TYPE_DEFAULT,
Flags = D3D12MA_ALLOCATION_FLAG_NONE
};
var initialState = DetermineInitialTextureState(desc.Usage);
D3D12MA_Allocation* pAllocation = default;
ThrowIfFailed(_d3d12MA.Get()->CreateResource(&allocationDesc, &resourceDesc, initialState, null, &pAllocation, Win32Utility.IID_NULL, null));
var resourceDescriptor = ResourceViewGroup.Invalid;
if (desc.Usage.HasFlag(TextureUsage.ShaderResource))
{
resourceDescriptor.srv = _descriptorAllocator.AllocateCbvSrvUav(isTemp);
var cpuHandle = _descriptorAllocator.GetCpuHandle(resourceDescriptor.srv);
var isCubeMap = desc.Dimension == TextureDimension.TextureCube || desc.Dimension == TextureDimension.TextureCubeArray;
var srvDesc = CreateTextureSrvDesc(pAllocation->GetResource(), mipLevels, desc.Slice, isCubeMap);
_device.NativeDevice.Get()->CreateShaderResourceView(pAllocation->GetResource(), &srvDesc, cpuHandle);
}
if (desc.Usage.HasFlag(TextureUsage.RenderTarget))
{
resourceDescriptor.rtv = _descriptorAllocator.AllocateRTV(isTemp);
var cpuHandle = _descriptorAllocator.GetCpuHandle(resourceDescriptor.rtv);
var rtvDesc = CreateRtvDesc(pAllocation->GetResource());
_device.NativeDevice.Get()->CreateRenderTargetView(pAllocation->GetResource(), &rtvDesc, cpuHandle);
}
if (desc.Usage.HasFlag(TextureUsage.DepthStencil))
{
resourceDescriptor.dsv = _descriptorAllocator.AllocateDSV(isTemp);
var cpuHandle = _descriptorAllocator.GetCpuHandle(resourceDescriptor.dsv);
var dsvDesc = CreateDsvDesc(pAllocation->GetResource());
_device.NativeDevice.Get()->CreateDepthStencilView(pAllocation->GetResource(), &dsvDesc, cpuHandle);
}
if (desc.Usage.HasFlag(TextureUsage.UnorderedAccess))
{
resourceDescriptor.uav = _descriptorAllocator.AllocateCbvSrvUav(isTemp);
var cpuHandle = _descriptorAllocator.GetCpuHandle(resourceDescriptor.uav);
var uavDesc = CreateTextureUavDesc(pAllocation->GetResource());
_device.NativeDevice.Get()->CreateUnorderedAccessView(pAllocation->GetResource(), null, &uavDesc, cpuHandle);
}
var handle = TrackResource(pAllocation, initialState, resourceDescriptor, ResourceDesc.Texture(desc), isTemp);
return handle.AsTexture();
}
public Handle<Texture> CreateRenderTarget(ref readonly RenderTargetDesc desc, bool isTemp = false)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var textureDesc = desc.ToTextureDescripton();
return CreateTexture(in textureDesc, isTemp);
}
public Handle<GraphicsBuffer> CreateBuffer(ref readonly BufferDesc desc, bool isTemp = false)
{
ObjectDisposedException.ThrowIf(_disposed, this);
CheckBufferSize(desc.Size);
var alignedSize = desc.Size;
if (desc.Usage.HasFlag(BufferUsage.Constant))
{
// D3D12 CBV size must be 256-byte aligned
alignedSize = (uint)(desc.Size + 255) & ~255u;
}
var resourceDescription = D3D12_RESOURCE_DESC.Buffer(alignedSize, ConvertBufferUsage(desc.Usage));
var isRaw = desc.Usage.HasFlag(BufferUsage.Raw);
var allocationDesc = new D3D12MA_ALLOCATION_DESC
{
HeapType = ConvertMemoryType(desc.MemoryType),
Flags = D3D12MA_ALLOCATION_FLAG_NONE
};
var initialState = DetermineInitialBufferState(desc.Usage, desc.MemoryType);
D3D12MA_Allocation* pAllocation = default;
var iid = IID.IID_NULL;
ThrowIfFailed(_d3d12MA.Get()->CreateResource(&allocationDesc, &resourceDescription, initialState, null, &pAllocation, &iid, null));
var resourceDescriptor = ResourceViewGroup.Invalid;
var pResource = pAllocation->GetResource();
if (desc.Usage.HasFlag(BufferUsage.Constant))
{
resourceDescriptor.cbv = _descriptorAllocator.AllocateCbvSrvUav(isTemp);
var cpuHandle = _descriptorAllocator.GetCpuHandleShaderVisible(resourceDescriptor.cbv);
var cbvDesc = new D3D12_CONSTANT_BUFFER_VIEW_DESC
{
BufferLocation = pResource->GetGPUVirtualAddress(),
SizeInBytes = (uint)alignedSize
};
_device.NativeDevice.Get()->CreateConstantBufferView(&cbvDesc, cpuHandle);
}
if (desc.Usage.HasFlag(BufferUsage.ShaderResource))
{
resourceDescriptor.srv = _descriptorAllocator.AllocateCbvSrvUav(isTemp);
var cpuHandle = _descriptorAllocator.GetCpuHandleShaderVisible(resourceDescriptor.srv);
var srvDesc = CreateBufferSrvDesc(pAllocation->GetResource(), desc.Stride, isRaw);
_device.NativeDevice.Get()->CreateShaderResourceView(pResource, &srvDesc, cpuHandle);
}
if (desc.Usage.HasFlag(BufferUsage.UnorderedAccess))
{
resourceDescriptor.uav = _descriptorAllocator.AllocateCbvSrvUav(isTemp);
var cpuHandle = _descriptorAllocator.GetCpuHandleShaderVisible(resourceDescriptor.uav);
var uavDesc = CreateBufferUavDesc(pAllocation->GetResource(), desc.Stride, isRaw);
_device.NativeDevice.Get()->CreateUnorderedAccessView(pResource, null, &uavDesc, cpuHandle);
}
var handle = TrackResource(pAllocation, initialState, resourceDescriptor, ResourceDesc.Buffer(desc), isTemp);
return handle.AsGraphicsBuffer();
}
public Handle<GraphicsBuffer> CreateUploadBuffer(ulong size, bool isTemp = true)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var desc = new BufferDesc
{
Size = size,
Usage = BufferUsage.Upload,
MemoryType = ResourceMemoryType.Upload,
};
return CreateBuffer(in desc, isTemp);
}
public Handle<Mesh> CreateMesh(UnsafeList<Vertex> vertices, UnsafeList<uint> indices)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var vertexBufferDesc = new BufferDesc
{
Size = (uint)(vertices.Count * sizeof(Vertex)),
Stride = (uint)sizeof(Vertex),
Usage = BufferUsage.Vertex | BufferUsage.ShaderResource | BufferUsage.Raw,
MemoryType = ResourceMemoryType.Default,
};
var indexBufferDesc = new BufferDesc
{
Size = (uint)(indices.Count * sizeof(uint)),
Stride = sizeof(uint),
Usage = BufferUsage.Index | BufferUsage.ShaderResource | BufferUsage.Raw,
MemoryType = ResourceMemoryType.Default,
};
var objectBufferDesc = new BufferDesc
{
Size = (uint)sizeof(PerObjectData),
Stride = (uint)sizeof(PerObjectData),
Usage = BufferUsage.Constant,
MemoryType = ResourceMemoryType.Default,
};
var vertexBuffer = CreateBuffer(in vertexBufferDesc);
var indexBuffer = CreateBuffer(in indexBufferDesc);
var objectBuffer = CreateBuffer(in objectBufferDesc);
var data = new Mesh
{
Vertices = vertices,
Indices = indices,
VertexBuffer = vertexBuffer,
IndexBuffer = indexBuffer,
ObjectDataBuffer = objectBuffer,
};
return _resourceDatabase.AddMesh(in data);
}
public Handle<Material> CreateMaterial(Identifier<Shader> shader)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var material = new Material();
material.SetShader(shader, this, _resourceDatabase);
return _resourceDatabase.AddMaterial(in material);
}
public Identifier<Shader> CreateGraphicsShader(ShaderDescriptor descriptor)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var shader = new Shader(descriptor);
foreach (var pass in descriptor.passes)
{
if (pass is not FullPassDescriptor fullPass)
{
continue;
}
// TODO: Cache the pass key because we hash it multiple times right now.
var passKey = new ShaderPassKey(fullPass.Identifier);
var cbr = _pipelineLibrary.GetCBufferInfo(passKey);
if (cbr.Status != ResultStatus.Success)
{
return Identifier<Shader>.Invalid;
}
_resourceDatabase.AddShaderPass(passKey, new ShaderPass(cbr.Value));
}
return _resourceDatabase.AddShader(shader);
}
public void ReleaseTempResources()
{
ObjectDisposedException.ThrowIf(_disposed, this);
while (_temResources.Count > 0)
{
var handle = _temResources.Peek();
ref var info = ref _resourceDatabase.GetResourceInfo(handle, out var exist);
if (!exist || !info.Allocated)
{
// Resource already released or invalid, just dequeue
_temResources.Dequeue();
continue;
}
if (info.cpuFenceValue > _fenceSynchronizer.GPUFenceValue)
{
// Resource still in use by GPU, stop processing.
// Since resources are enqueued in order, we can break here.
break;
}
_resourceDatabase.ReleaseResource(handle);
_temResources.Dequeue();
}
}
public void Dispose()
{
if (_disposed)
{
return;
}
#if DEBUG || GHOST_EDITOR
if (_temResources.Count > 0)
{
throw new InvalidOperationException($"ResourceAllocator is being disposed with {_temResources.Count} temp allocations still registered. Ensure all resources are released before disposing.");
}
#endif
foreach (var handle in _temResources)
{
_resourceDatabase.ReleaseResource(handle);
}
_d3d12MA.Dispose();
_temResources.Dispose();
_disposed = true;
GC.SuppressFinalize(this);
}
}