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.
503 lines
18 KiB
C#
503 lines
18 KiB
C#
using Ghost.Core;
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using Ghost.Core.Graphics;
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using Ghost.Core.Utilities;
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using Ghost.Graphics.Contracts;
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using Ghost.Graphics.RHI;
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using Misaki.HighPerformance.LowLevel;
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using Misaki.HighPerformance.LowLevel.Buffer;
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using Misaki.HighPerformance.LowLevel.Collections;
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using Misaki.HighPerformance.Utilities;
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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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using static TerraFX.Interop.DirectX.DXC;
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namespace Ghost.Graphics.Utilities;
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internal sealed partial class DxcShaderCompiler
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{
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private static string GetProfileString(ShaderStage stage, CompilerTier version)
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{
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return (stage, version) switch
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{
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(ShaderStage.TaskShader, CompilerTier.Tier0) => "as_6_6",
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(ShaderStage.PixelShader, CompilerTier.Tier0) => "ps_6_6",
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(ShaderStage.MeshShader, CompilerTier.Tier0) => "ms_6_6",
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(ShaderStage.ComputeShader, CompilerTier.Tier0) => "cs_6_6",
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(ShaderStage.TaskShader, CompilerTier.Tier1) => "as_6_7",
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(ShaderStage.PixelShader, CompilerTier.Tier1) => "ps_6_7",
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(ShaderStage.MeshShader, CompilerTier.Tier1) => "ms_6_7",
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(ShaderStage.ComputeShader, CompilerTier.Tier1) => "cs_6_7",
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(ShaderStage.TaskShader, CompilerTier.Tier2) => "as_6_8",
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(ShaderStage.PixelShader, CompilerTier.Tier2) => "ps_6_8",
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(ShaderStage.MeshShader, CompilerTier.Tier2) => "ms_6_8",
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(ShaderStage.ComputeShader, CompilerTier.Tier2) => "cs_6_8",
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_ => throw new ArgumentOutOfRangeException(nameof(stage), "Unsupported shader stage or compiler version")
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};
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}
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private static string GetOptimizeLevelString(CompilerOptimizeLevel level)
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{
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return level switch
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{
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CompilerOptimizeLevel.O0 => DXC_ARG_OPTIMIZATION_LEVEL0,
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CompilerOptimizeLevel.O1 => DXC_ARG_OPTIMIZATION_LEVEL1,
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CompilerOptimizeLevel.O2 => DXC_ARG_OPTIMIZATION_LEVEL2,
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CompilerOptimizeLevel.O3 => DXC_ARG_OPTIMIZATION_LEVEL3,
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_ => throw new ArgumentOutOfRangeException(nameof(level), "Unsupported optimization level")
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};
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}
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private static List<string> GetCompilerArguments(ref readonly CompilerConfig config)
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{
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var argsArray = new List<string>
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{
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"-T", GetProfileString(config.stage, config.tier), // Target profile (ms_6_6, ps_6_6)
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"-E", config.entryPoint, // Entry point
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"-HV", "2021", // HLSL version 2021
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"-enable-16bit-types", // Enable 16-bit types
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GetOptimizeLevelString(config.optimizeLevel), // Optimization level
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};
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foreach (var define in config.defines)
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{
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argsArray.Add("-D");
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argsArray.Add(define);
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}
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// HACK: Currently DXC does not support force include, we have to use GENERATED_CODE_PATH define as a workaround.
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// User must to write '#include GENERATED_CODE_PATH' in their shader code manually.
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if (File.Exists(config.include))
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{
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argsArray.Add("-D");
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argsArray.Add($"GENERATED_CODE_PATH={'"' + config.include.Replace("\\", "/") + '"'}");
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}
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if (!config.options.HasFlag(CompilerOption.KeepDebugInfo))
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{
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argsArray.Add("-Qstrip_debug");
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}
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if (!config.options.HasFlag(CompilerOption.KeepReflections))
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{
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argsArray.Add("-Qstrip_reflect");
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}
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if (config.options.HasFlag(CompilerOption.WarnAsError))
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{
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argsArray.Add(DXC_ARG_WARNINGS_ARE_ERRORS);
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}
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if (config.options.HasFlag(CompilerOption.SpirvCrossCompile))
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{
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argsArray.Add("-spirv");
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}
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return argsArray;
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}
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private static ShaderInputType ToInputType(D3D_SHADER_INPUT_TYPE type)
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{
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return type switch
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{
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D3D_SHADER_INPUT_TYPE.D3D_SIT_CBUFFER => ShaderInputType.ConstantBuffer,
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D3D_SHADER_INPUT_TYPE.D3D_SIT_TBUFFER => ShaderInputType.Texture,
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D3D_SHADER_INPUT_TYPE.D3D_SIT_TEXTURE => ShaderInputType.Texture,
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D3D_SHADER_INPUT_TYPE.D3D_SIT_SAMPLER => ShaderInputType.Sampler,
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D3D_SHADER_INPUT_TYPE.D3D_SIT_UAV_RWTYPED => ShaderInputType.UAV,
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D3D_SHADER_INPUT_TYPE.D3D_SIT_STRUCTURED => ShaderInputType.StructuredBuffer,
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D3D_SHADER_INPUT_TYPE.D3D_SIT_BYTEADDRESS => ShaderInputType.ByteAddressBuffer,
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D3D_SHADER_INPUT_TYPE.D3D_SIT_UAV_RWSTRUCTURED => ShaderInputType.RWStructuredBuffer,
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D3D_SHADER_INPUT_TYPE.D3D_SIT_UAV_RWBYTEADDRESS => ShaderInputType.RWByteAddressBuffer,
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_ => throw new ArgumentOutOfRangeException(nameof(type), "Unsupported shader input type")
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};
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}
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}
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internal sealed unsafe partial class DxcShaderCompiler : IShaderCompiler
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{
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private UniquePtr<IDxcCompiler3> _compiler;
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private UniquePtr<IDxcUtils> _utils;
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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, GraphicsCompiledResult> _compiledResults;
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private bool _disposed;
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public DxcShaderCompiler()
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{
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// Initialize DXC _compiler.Get() and _utils.Get()
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var dxccID = CLSID.CLSID_DxcCompiler;
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var dxcuID = CLSID.CLSID_DxcUtils;
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IDxcCompiler3* pCompiler = default;
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IDxcUtils* pUtils = default;
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ThrowIfFailed(DxcCreateInstance(&dxccID, __uuidof(pCompiler), (void**)&pCompiler));
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ThrowIfFailed(DxcCreateInstance(&dxcuID, __uuidof(pUtils), (void**)&pUtils));
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_compiler.Attach(pCompiler);
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_utils.Attach(pUtils);
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_compiledResults = new();
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}
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~DxcShaderCompiler()
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{
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Dispose();
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}
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private Result<ShaderReflectionData> PerformDXCReflection(IDxcBlob* pReflectionBlob)
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{
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ID3D12ShaderReflection* pReflection = default;
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var pDxcReflectionBlob = (IDxcBlob*)pReflectionBlob;
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try
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{
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// Create DXC _utils.Get() to parse pReflection data
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var dxcuID = CLSID.CLSID_DxcUtils;
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// Create pReflection interface from blob
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var reflectionBuffer = new DxcBuffer
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{
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Ptr = pDxcReflectionBlob->GetBufferPointer(),
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Size = pDxcReflectionBlob->GetBufferSize(),
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Encoding = DXC_CP_ACP
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};
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ThrowIfFailed(_utils.Get()->CreateReflection(&reflectionBuffer, __uuidof(pReflection), (void**)&pReflection));
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D3D12_SHADER_DESC shaderDesc;
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ThrowIfFailed(pReflection->GetDesc(&shaderDesc));
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var reflectionData = new ShaderReflectionData();
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for (uint i = 0; i < shaderDesc.BoundResources; i++)
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{
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D3D12_SHADER_INPUT_BIND_DESC bindDesc;
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ThrowIfFailed(pReflection->GetResourceBindingDesc(i, &bindDesc));
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var resourceName = Marshal.PtrToStringUTF8((IntPtr)bindDesc.Name);
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if (resourceName == null)
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{
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return Result.Failure("Failed to get resource name from reflection data.");
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}
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var info = new ResourceBindingInfo
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{
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Name = resourceName,
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Type = ToInputType(bindDesc.Type),
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BindPoint = bindDesc.BindPoint,
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BindCount = bindDesc.BindCount,
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Space = bindDesc.Space
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};
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switch (bindDesc.Type)
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{
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case D3D_SHADER_INPUT_TYPE.D3D_SIT_CBUFFER:
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{
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var cbuffer = pReflection->GetConstantBufferByName(bindDesc.Name);
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D3D12_SHADER_BUFFER_DESC cbufferDesc;
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ThrowIfFailed(cbuffer->GetDesc(&cbufferDesc));
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var variables = new List<CBufferPropertyInfo>((int)cbufferDesc.Variables);
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// Now we iterate all variables for *every* cbuffer, not just b3
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for (uint j = 0; j < cbufferDesc.Variables; j++)
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{
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var variable = cbuffer->GetVariableByIndex(j);
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D3D12_SHADER_VARIABLE_DESC varDesc;
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variable->GetDesc(&varDesc);
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var variableName = Marshal.PtrToStringUTF8((IntPtr)varDesc.Name);
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if (variableName == null)
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{
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continue;
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}
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variables.Add(new CBufferPropertyInfo
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{
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Name = variableName,
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StartOffset = varDesc.StartOffset,
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Size = varDesc.Size
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});
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}
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info.Size = cbufferDesc.Size;
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info.Properties = variables;
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break;
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}
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// NOTE: Currently we do not support resource bindings yet, everything access through bindless heaps.
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}
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reflectionData.ResourcesBindings.Add(info);
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}
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return reflectionData;
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}
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finally
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{
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pReflection->Release();
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}
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}
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public Result<CompileResult> Compile(ref readonly CompilerConfig config, Allocator allocator)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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IDxcIncludeHandler* pIncludeHandler = default;
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IDxcBlobEncoding* pSourceBlob = default;
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try
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{
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// Create DXC _compiler.Get() and _utils.Get()
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var dxccID = CLSID.CLSID_DxcCompiler;
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var dxcuID = CLSID.CLSID_DxcUtils;
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ThrowIfFailed(_utils.Get()->CreateDefaultIncludeHandler(&pIncludeHandler));
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// Create source blob
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fixed (char* pPath = config.shaderPath)
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{
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if (_utils.Get()->LoadFile(pPath, null, &pSourceBlob).FAILED)
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{
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return Result.Failure($"Failed to load shader file: {config.shaderPath}");
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}
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}
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var argsArray = GetCompilerArguments(in config);
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var argPtrs = stackalloc char*[argsArray.Count];
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for (var i = 0; i < argsArray.Count; i++)
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{
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argPtrs[i] = (char*)Marshal.StringToHGlobalUni(argsArray[i]);
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}
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IDxcResult* pResult = default;
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try
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{
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// Compile shader
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var buffer = new DxcBuffer
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{
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Ptr = pSourceBlob->GetBufferPointer(),
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Size = pSourceBlob->GetBufferSize(),
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Encoding = DXC_CP_UTF8
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};
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ThrowIfFailed(_compiler.Get()->Compile(&buffer, argPtrs, (uint)argsArray.Count, pIncludeHandler, __uuidof(pResult), (void**)&pResult));
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// Check compilation pResult
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HRESULT hrStatus;
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pResult->GetStatus(&hrStatus);
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if (hrStatus.FAILED)
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{
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// Get error messages
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IDxcBlobEncoding* pErrorBlob = default;
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pResult->GetErrorBuffer(&pErrorBlob);
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if (pErrorBlob != null)
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{
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var errorMessage = Marshal.PtrToStringUTF8((IntPtr)pErrorBlob->GetBufferPointer());
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pErrorBlob->Release();
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return Result.Failure($"DXC shader compilation failed:\n{errorMessage}");
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}
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else
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{
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return Result.Failure("DXC shader compilation failed with unknown error.");
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}
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}
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// Get compiled bytecode
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IDxcBlob* pBytecodeBlob = default;
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try
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{
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ThrowIfFailed(pResult->GetResult(&pBytecodeBlob));
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ShaderReflectionData reflection = default;
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if (config.options.HasFlag(CompilerOption.KeepReflections))
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{
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IDxcBlob* pReflection = default;
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if ((pResult->GetOutput(DXC_OUT_KIND.DXC_OUT_REFLECTION, __uuidof<IDxcBlob>(), (void**)&pReflection, null).SUCCEEDED))
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{
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reflection = PerformDXCReflection(pReflection).GetValueOrDefault();
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}
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if (pReflection != null)
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{
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pReflection->Release();
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}
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}
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var bytecodeSize = pBytecodeBlob->GetBufferSize();
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var bytecode = new UnsafeArray<byte>((int)bytecodeSize, allocator);
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NativeMemory.Copy(pBytecodeBlob->GetBufferPointer(), bytecode.GetUnsafePtr(), bytecodeSize);
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return new CompileResult
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{
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bytecode = bytecode,
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reflectionData = reflection,
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};
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}
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finally
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{
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if (pBytecodeBlob != null)
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{
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pBytecodeBlob->Release();
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}
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}
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}
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finally
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{
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for (var i = 0; i < argsArray.Count; i++)
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{
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Marshal.FreeHGlobal((nint)argPtrs[i]);
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}
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if (pResult != null)
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{
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pResult->Release();
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}
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}
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}
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finally
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{
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if (pIncludeHandler != null)
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{
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pIncludeHandler->Release();
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}
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}
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}
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public Result<GraphicsCompiledResult> CompilePass(IPassDescriptor descriptor)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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if (descriptor is not FullPassDescriptor fullDescriptor)
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{
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return Result.Failure("FullPassDescriptor expected.");
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}
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CompileResult tsResult = default;
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var tsEntry = fullDescriptor.taskShader;
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if (tsEntry.IsCreated)
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{
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var config = new CompilerConfig
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{
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defines = fullDescriptor.defines.AsSpan(),
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include = fullDescriptor.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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tier = CompilerTier.Tier0,
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optimizeLevel = CompilerOptimizeLevel.O3,
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options = CompilerOption.KeepReflections,
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};
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var result = Compile(ref config, Allocator.Persistent);
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if (result.IsFailure)
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{
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return Result.Failure(result.Message);
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}
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tsResult = result.Value;
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}
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CompileResult msResult;
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var msEntry = fullDescriptor.meshShader;
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if (msEntry.IsCreated)
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{
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var config = new CompilerConfig
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{
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defines = fullDescriptor.defines.AsSpan(),
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include = fullDescriptor.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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tier = CompilerTier.Tier0,
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optimizeLevel = CompilerOptimizeLevel.O3,
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options = CompilerOption.KeepReflections,
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};
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var result = Compile(ref config, Allocator.Persistent);
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if (result.IsFailure)
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{
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return Result.Failure(result.Message);
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}
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msResult = result.Value;
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}
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else
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{
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return Result.Failure("Mesh shader expected.");
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}
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CompileResult psResult;
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var psEntry = fullDescriptor.pixelShader;
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if (psEntry.IsCreated)
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{
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var config = new CompilerConfig
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{
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defines = fullDescriptor.defines.AsSpan(),
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include = fullDescriptor.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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tier = CompilerTier.Tier0,
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optimizeLevel = CompilerOptimizeLevel.O3,
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options = CompilerOption.KeepReflections,
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};
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var result = Compile(ref config, Allocator.Persistent);
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if (result.IsFailure)
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{
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return Result.Failure(result.Message);
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}
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psResult = result.Value;
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}
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else
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{
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return Result.Failure("Pixel shader expected.");
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}
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return new GraphicsCompiledResult
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{
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tsResult = tsResult,
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msResult = msResult,
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psResult = psResult,
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};
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}
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public Result<GraphicsCompiledResult> LoadCompiledCache(ShaderPassKey key)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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if (_compiledResults.TryGetValue(key, out var compiledResult))
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{
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return compiledResult;
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}
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else
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{
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return Result.Failure("Key not found.");
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}
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}
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public void Dispose()
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{
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if (_disposed)
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{
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return;
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}
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_compiler.Dispose();
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_utils.Dispose();
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_disposed = true;
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GC.SuppressFinalize(this);
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}
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}
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