Files
GhostEngine/Ghost.Graphics/D3D12/D3D12CommandBuffer.cs

208 lines
7.8 KiB
C#

using Ghost.Graphics.Data;
using Ghost.Graphics.RHI;
using Win32;
using Win32.Graphics.Direct3D;
using Win32.Graphics.Direct3D12;
using Win32.Numerics;
namespace Ghost.Graphics.D3D12;
/// <summary>
/// D3D12 implementation of command buffer interface
/// </summary>
internal unsafe class D3D12CommandBuffer : ICommandBuffer
{
private ComPtr<ID3D12CommandAllocator> _allocator;
private ComPtr<ID3D12GraphicsCommandList10> _commandList;
private readonly D3D12PipelineStateController _stateController;
private readonly D3D12DescriptorAllocator _descriptorAllocator;
private readonly CommandBufferType _type;
private bool _isRecording;
private bool _disposed;
public ID3D12GraphicsCommandList10* NativeCommandList => _commandList.Get();
public D3D12CommandBuffer(D3D12RenderDevice device, D3D12PipelineStateController stateController, D3D12DescriptorAllocator descriptorAllocator, CommandBufferType type)
{
_type = type;
var commandListType = ConvertCommandBufferType(type);
device.NativeDevice->CreateCommandAllocator(commandListType, __uuidof<ID3D12CommandAllocator>(), _allocator.GetVoidAddressOf());
device.NativeDevice->CreateCommandList(0u, commandListType, _allocator.Get(), null, __uuidof<ID3D12GraphicsCommandList10>(), _commandList.GetVoidAddressOf());
_stateController = stateController;
_descriptorAllocator = descriptorAllocator;
// Command lists are created in recording state, so close it
_commandList.Get()->Close();
_isRecording = false;
}
public void Begin()
{
if (_isRecording)
{
throw new InvalidOperationException("Command buffer is already recording");
}
_allocator.Get()->Reset();
_commandList.Get()->Reset(_allocator.Get(), null);
_isRecording = true;
}
public void End()
{
if (!_isRecording)
{
throw new InvalidOperationException("Command buffer is not recording");
}
_commandList.Get()->Close();
_isRecording = false;
}
public void BeginRenderPass(IRenderTarget renderTarget, Color16 clearColor)
{
// TODO: Implement render pass begin
throw new NotImplementedException();
}
public void EndRenderPass()
{
// TODO: Implement render pass end
throw new NotImplementedException();
}
public void SetViewport(ViewportDesc viewport)
{
var d3d12Viewport = new Viewport(viewport.Width, viewport.Height, viewport.X, viewport.Y, viewport.MinDepth, viewport.MaxDepth);
_commandList.Get()->RSSetViewports(1, &d3d12Viewport);
}
public void SetScissorRect(RectDesc rect)
{
var d3d12Rect = new Rect(rect.Left, rect.Top, rect.Right, rect.Bottom);
_commandList.Get()->RSSetScissorRects(1, &d3d12Rect);
}
public void ResourceBarrier(IResource resource, ResourceState before, ResourceState after)
{
if (resource is D3D12Texture d3d12Texture)
{
_commandList.Get()->ResourceBarrierTransition(d3d12Texture.NativeResource,
ConvertResourceState(before), ConvertResourceState(after));
}
else if (resource is D3D12Buffer d3d12Buffer)
{
_commandList.Get()->ResourceBarrierTransition(d3d12Buffer.NativeResource,
ConvertResourceState(before), ConvertResourceState(after));
}
else
{
throw new ArgumentException("Resource must be a D3D12 resource", nameof(resource));
}
}
public void SetGraphicsRootSignature(IRootSignature rootSignature)
{
// TODO: Implement root signature setting
throw new NotImplementedException();
}
public void SetPipelineState(IPipelineStateController pipelineState)
{
// TODO: Implement pipeline state setting
throw new NotImplementedException();
}
// TODO: Batch draw calls by material to minimize state changes
public void DrawMesh(Mesh mesh, Material material)
{
// Bind the bindless material (sets up root signature, pipeline state, and descriptor heaps)
var shaderPipeline = _stateController.GetShaderPipeline(material.Shader);
if (shaderPipeline is not D3D12ShaderPipeline d3d12Pipeline)
{
throw new InvalidOperationException("Shader pipeline is not compiled or invalid");
}
// Set root signature and pipeline state
_commandList.Get()->SetGraphicsRootSignature(d3d12Pipeline.rootSignature.Get());
_commandList.Get()->SetPipelineState(d3d12Pipeline.pipelineState.Get());
// Set descriptor heaps - CRUCIAL: Use the specialized bindless heap for SM 6.6
var heaps = stackalloc ID3D12DescriptorHeap*[2];
heaps[0] = _descriptorAllocator.GetBindlessHeap(); // Specialized bindless heap
heaps[1] = d3d12Pipeline.samplerHeap.Get(); // Sampler heap from shader
_commandList.Get()->SetDescriptorHeaps(2, heaps);
// Bind constant buffers
var rootParamIndex = 0u;
foreach (var cbufferInfo in material.Shader.ConstantBuffers)
{
var cache = material.CBufferCaches[(int)cbufferInfo.RegisterSlot];
_commandList.Get()->SetGraphicsRootConstantBufferView(rootParamIndex++, cache.GpuResource.GPUAddress);
}
// Bind sampler descriptor table (last root parameter)
var samplerGpuHandle = d3d12Pipeline.samplerHeap.Get()->GetGPUDescriptorHandleForHeapStart();
_commandList.Get()->SetGraphicsRootDescriptorTable(rootParamIndex, samplerGpuHandle);
// For fully bindless rendering, we don't use the Input Assembler stage
// Instead, we use instanced drawing where each "instance" represents a triangle
// The shader will use SV_InstanceID to index into the index buffer and then into the vertex buffer
_commandList.Get()->IASetPrimitiveTopology(PrimitiveTopology.TriangleList);
// Draw without vertex/index buffers - use instanced drawing
// Each instance represents a triangle (3 vertices)
var triangleCount = mesh.IndexCount / 3;
_commandList.Get()->DrawInstanced(3, triangleCount, 0, 0);
}
public void Dispatch(uint threadGroupCountX, uint threadGroupCountY = 1, uint threadGroupCountZ = 1)
{
_commandList.Get()->Dispatch(threadGroupCountX, threadGroupCountY, threadGroupCountZ);
}
private static CommandListType ConvertCommandBufferType(CommandBufferType type)
{
return type switch
{
CommandBufferType.Graphics => CommandListType.Direct,
CommandBufferType.Compute => CommandListType.Compute,
CommandBufferType.Copy => CommandListType.Copy,
_ => throw new ArgumentException($"Unknown command buffer type: {type}")
};
}
private static ResourceStates ConvertResourceState(ResourceState state)
{
return state switch
{
ResourceState.Common or ResourceState.Present => ResourceStates.Common,
ResourceState.VertexAndConstantBuffer => ResourceStates.VertexAndConstantBuffer,
ResourceState.IndexBuffer => ResourceStates.IndexBuffer,
ResourceState.RenderTarget => ResourceStates.RenderTarget,
ResourceState.UnorderedAccess => ResourceStates.UnorderedAccess,
ResourceState.DepthWrite => ResourceStates.DepthWrite,
ResourceState.DepthRead => ResourceStates.DepthRead,
ResourceState.PixelShaderResource => ResourceStates.PixelShaderResource,
ResourceState.CopyDest => ResourceStates.CopyDest,
ResourceState.CopySource => ResourceStates.CopySource,
_ => throw new ArgumentException($"Unknown resource state: {state}")
};
}
public void Dispose()
{
if (_disposed)
return;
_commandList.Dispose();
_allocator.Dispose();
_disposed = true;
}
}