Files
GhostEngine/Ghost.Graphics/D3D12/Utilities/D3D12DescriptorHeap.cs

349 lines
10 KiB
C#

using Ghost.Core.Utilities;
using Misaki.HighPerformance.LowLevel.Collections;
using Misaki.HighPerformance.LowLevel.Utilities;
using System.Diagnostics;
using System.Numerics;
using TerraFX.Interop.DirectX;
using TerraFX.Interop.Windows;
using static TerraFX.Aliases.D3D12_Alias;
namespace Ghost.Graphics.D3D12.Utilities;
internal unsafe struct D3D12DescriptorHeap : IDisposable
{
private const int _INVALID_DESCRIPTOR_INDEX = -1;
private readonly D3D12RenderDevice _device;
private ComPtr<ID3D12DescriptorHeap> _heap;
private ComPtr<ID3D12DescriptorHeap> _shaderVisibleHeap;
private D3D12_CPU_DESCRIPTOR_HANDLE _startCpuHandle;
private D3D12_CPU_DESCRIPTOR_HANDLE _startCpuHandleShaderVisible;
private D3D12_GPU_DESCRIPTOR_HANDLE _startGpuHandleShaderVisible;
private int _searchStart;
private UnsafeArray<bool> _allocatedDescriptors;
private readonly int _dynamicHeapStart;
private int _currentDynamicOffset;
private readonly Lock _lock = new();
public D3D12_DESCRIPTOR_HEAP_TYPE HeapType
{
get;
}
public int NumDescriptors
{
get; private set;
}
public int NumAllocatedDescriptors
{
get; private set;
}
public bool ShaderVisible
{
get;
}
public uint Stride
{
get;
}
public readonly ID3D12DescriptorHeap* Heap => _heap.Get();
public readonly ID3D12DescriptorHeap* ShaderVisibleHeap => _shaderVisibleHeap.Get();
public D3D12DescriptorHeap(string name, D3D12RenderDevice device, D3D12_DESCRIPTOR_HEAP_TYPE type, int numDescriptors, int dynamicHeapStart)
{
numDescriptors = Math.Max(64, numDescriptors);
_device = device;
HeapType = type;
NumDescriptors = numDescriptors;
ShaderVisible = type == D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV || type == D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
Stride = device.NativeDevice->GetDescriptorHandleIncrementSize(type);
_dynamicHeapStart = Math.Clamp(dynamicHeapStart, 0, numDescriptors);
_currentDynamicOffset = 0;
var success = AllocateResources(numDescriptors);
Debug.Assert(success);
_heap.Get()->SetName(name.AsSpan().GetUnsafePtr());
if (ShaderVisible)
{
_shaderVisibleHeap.Get()->SetName($"{name} Shader Visible".AsSpan().GetUnsafePtr());
}
}
public int AllocateDescriptor() => AllocateDescriptors(1);
public int AllocateDescriptors(int count)
{
lock (_lock)
{
var foundIndex = 0;
uint freeCount = 0;
var found = false;
// Find a contiguous range of 'count' indices for which _allocatedDescriptors[index] is false
for (var index = _searchStart; index < NumDescriptors; index++)
{
if (_allocatedDescriptors[index])
{
freeCount = 0;
}
else
{
freeCount += 1;
}
if (freeCount >= count)
{
foundIndex = index > 0 ? index - count + 1 : 0;
found = true;
break;
}
}
if (!found || foundIndex >= _dynamicHeapStart)
{
Debug.Assert(false, "ERROR: Descriptor heap is full!");
return _INVALID_DESCRIPTOR_INDEX;
}
for (var index = foundIndex; index < foundIndex + count; index++)
{
_allocatedDescriptors[index] = true;
}
NumAllocatedDescriptors += count;
_searchStart = foundIndex + count;
return foundIndex;
}
}
public int AllocateDescriptorDynamic() => AllocateDescriptorsDynamic(1);
public int AllocateDescriptorsDynamic(int count)
{
if (count <= 0)
{
throw new ArgumentOutOfRangeException(nameof(count), "Count must be greater than zero.");
}
// NOTE: In dynamic allocation, we use arena-style allocation without freeing.
// We reset the offset at the beginning of each frame instead.
lock (_lock)
{
var baseIndex = _currentDynamicOffset + _dynamicHeapStart;
_currentDynamicOffset += count;
var requiredSize = baseIndex + count;
if (requiredSize > NumDescriptors)
{
if (!Grow(requiredSize))
{
Debug.Assert(false, "ERROR: Failed to grow a descriptor heap!");
return _INVALID_DESCRIPTOR_INDEX;
}
}
NumAllocatedDescriptors += count;
return baseIndex;
}
}
public void ReleaseDescriptor(int index) => ReleaseDescriptors(index, 1);
public void ReleaseDescriptors(int baseIndex, int count = 1)
{
if (count == 0)
{
return;
}
if (baseIndex < _dynamicHeapStart)
{
// Dynamic allocations are not released individually.
return;
}
lock (_lock)
{
for (var index = baseIndex; index < baseIndex + count; index++)
{
#if DEBUG || GHOST_EDITOR
if (!_allocatedDescriptors[index])
{
Debug.WriteLine("Error: Attempted to release an un-allocated descriptor");
}
#endif
_allocatedDescriptors[index] = false;
}
NumAllocatedDescriptors -= count;
if (_searchStart > baseIndex)
{
_searchStart = baseIndex;
}
}
}
public void ResetDynamicHeap()
{
lock (_lock)
{
_currentDynamicOffset = 0;
}
}
public readonly D3D12_CPU_DESCRIPTOR_HANDLE GetCpuHandle(int index)
{
if (index < 0 || index >= NumDescriptors)
{
throw new ArgumentOutOfRangeException(nameof(index), "Descriptor index is out of range.");
}
return _startCpuHandle.Offset(index, Stride);
}
public readonly D3D12_CPU_DESCRIPTOR_HANDLE GetCpuHandleShaderVisible(int index)
{
if (index < 0 || index >= NumDescriptors)
{
throw new ArgumentOutOfRangeException(nameof(index), "Descriptor index is out of range.");
}
if (!ShaderVisible)
{
throw new InvalidOperationException("Descriptor heap is not shader visible.");
}
return _startCpuHandleShaderVisible.Offset(index, Stride);
}
public readonly D3D12_GPU_DESCRIPTOR_HANDLE GetGpuHandle(int index)
{
if (index < 0 || index >= NumDescriptors)
{
throw new ArgumentOutOfRangeException(nameof(index), "Descriptor index is out of range.");
}
if (!ShaderVisible)
{
throw new InvalidOperationException("Descriptor heap is not shader visible.");
}
return _startGpuHandleShaderVisible.Offset(index, Stride);
}
public int CopyToPersistentHeap(int index, int count = 1)
{
if (index < _dynamicHeapStart)
{
return index;
}
var newLocation = AllocateDescriptors(count);
_device.NativeDevice->CopyDescriptorsSimple((uint)count, GetCpuHandle(index), GetCpuHandle(newLocation), HeapType);
return newLocation;
}
public readonly void CopyToShaderVisibleHeap(int index, int count = 1)
{
_device.NativeDevice->CopyDescriptorsSimple((uint)count, GetCpuHandleShaderVisible(index), GetCpuHandle(index), HeapType);
}
private bool AllocateResources(int numDescriptors)
{
NumDescriptors = numDescriptors;
_heap.Dispose();
_shaderVisibleHeap.Dispose();
D3D12_DESCRIPTOR_HEAP_DESC heapDesc = new()
{
Type = HeapType,
NumDescriptors = (uint)numDescriptors,
Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE,
NodeMask = 0
};
ID3D12DescriptorHeap* pHeap = default;
var hr = _device.NativeDevice->CreateDescriptorHeap(&heapDesc, __uuidof(pHeap), (void**)&pHeap);
if (hr.FAILED)
{
return false;
}
_heap.Attach(pHeap);
_startCpuHandle = _heap.Get()->GetCPUDescriptorHandleForHeapStart();
_allocatedDescriptors.Resize(numDescriptors);
if (ShaderVisible)
{
ID3D12DescriptorHeap* pShaderVisibleHeap = default;
heapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
hr = _device.NativeDevice->CreateDescriptorHeap(&heapDesc, __uuidof(pShaderVisibleHeap), (void**)&pShaderVisibleHeap);
if (hr.FAILED)
{
return false;
}
_startCpuHandleShaderVisible = pShaderVisibleHeap->GetCPUDescriptorHandleForHeapStart();
_startGpuHandleShaderVisible = pShaderVisibleHeap->GetGPUDescriptorHandleForHeapStart();
_shaderVisibleHeap.Attach(pShaderVisibleHeap);
}
return true;
}
private bool Grow(int minRequiredSize)
{
var oldSize = NumDescriptors;
var newSize = (int)BitOperations.RoundUpToPowerOf2((uint)minRequiredSize);
using var oldHeap = _heap;
if (!AllocateResources(newSize))
{
return false;
}
_device.NativeDevice->CopyDescriptorsSimple((uint)oldSize, _startCpuHandle, oldHeap.Get()->GetCPUDescriptorHandleForHeapStart(), HeapType);
if (_shaderVisibleHeap.Get() != null)
{
_device.NativeDevice->CopyDescriptorsSimple((uint)oldSize, _startCpuHandleShaderVisible, oldHeap.Get()->GetCPUDescriptorHandleForHeapStart(), HeapType);
}
return true;
}
/// <inheritdoc />
public void Dispose()
{
#if DEBUG
if (NumAllocatedDescriptors > 0)
{
Debug.WriteLine($"Warning: Descriptor heap of type {HeapType} is being disposed with {NumAllocatedDescriptors} allocated descriptors.");
}
#endif
_heap.Dispose();
_shaderVisibleHeap.Dispose();
_allocatedDescriptors.Dispose();
}
}