Files
GhostEngine/Ghost.Graphics/D3D12/D3D12DescriptorAllocator.cs
Misaki 74bb2ccda5 Refactor descriptor handling and shader compilation
Refactored descriptor allocation and release logic by introducing `IDescriptorAllocator` and replacing `DescriptorHeapAllocator` with `D3D12DescriptorHeap`. Updated descriptor structs to include validation properties and improved memory management with `ReadOnlySpan`.

Enhanced shader compilation by introducing `ShaderStage` and `CompilerVersion` enums, enabling more flexible and maintainable shader handling.

Refactored `Mesh` to use `IBuffer` for vertex and index buffers, added bindless descriptor support, and improved resource cleanup.

Updated `RenderSystem` and other components for better initialization, error handling, and disposal logic. General improvements to code readability and maintainability.
2025-09-13 20:07:29 +09:00

433 lines
13 KiB
C#

using Ghost.Core;
using Ghost.Graphics.D3D12.Utilities;
using Ghost.Graphics.Data;
using Ghost.Graphics.RHI;
using System.Runtime.CompilerServices;
using Win32.Graphics.Direct3D12;
namespace Ghost.Graphics.D3D12;
/// <summary>
/// D3D12 implementation of descriptor allocator that manages different types of descriptor heaps.
/// </summary>
internal unsafe class D3D12DescriptorAllocator : IDescriptorAllocator, IDisposable
{
private readonly D3D12DescriptorHeap _rtvHeap;
private readonly D3D12DescriptorHeap _dsvHeap;
private readonly D3D12DescriptorHeap _srvHeap;
private readonly D3D12DescriptorHeap _samplerHeap;
private readonly BindlessDescriptorHeap _bindlessHeap;
private bool _disposed;
public unsafe D3D12DescriptorAllocator(D3D12RenderDevice device, uint initialRtvCount = 256, uint initialDsvCount = 256, uint initialSrvCount = 1024, uint initialSamplerCount = 256, uint initialBindlessCount = 10000)
{
var pDevice = device.NativeDevice;
_rtvHeap = new D3D12DescriptorHeap("rtv", pDevice, DescriptorHeapType.Rtv, initialRtvCount);
_dsvHeap = new D3D12DescriptorHeap("dsv", pDevice, DescriptorHeapType.Dsv, initialDsvCount);
_srvHeap = new D3D12DescriptorHeap("srv", pDevice, DescriptorHeapType.CbvSrvUav, initialSrvCount);
_samplerHeap = new D3D12DescriptorHeap("sampler", pDevice, DescriptorHeapType.Sampler, initialSamplerCount);
_bindlessHeap = new BindlessDescriptorHeap(pDevice, initialBindlessCount);
}
~D3D12DescriptorAllocator()
{
Dispose();
}
#region RTV Methods
public RenderTargetDescriptor AllocateRTV()
{
ObjectDisposedException.ThrowIf(_disposed, this);
var index = _rtvHeap.AllocateDescriptor();
if (index == uint.MaxValue)
{
throw new InvalidOperationException("Failed to allocate RTV descriptor");
}
return new RenderTargetDescriptor { Index = index };
}
public RenderTargetDescriptor[] AllocateRTVs(uint count)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var baseIndex = _rtvHeap.AllocateDescriptors(count);
if (baseIndex == uint.MaxValue)
{
throw new InvalidOperationException($"Failed to allocate {count} RTV descriptors");
}
var descriptors = new RenderTargetDescriptor[count];
for (uint i = 0; i < count; i++)
{
var index = baseIndex + i;
descriptors[i] = new RenderTargetDescriptor { Index = index };
}
return descriptors;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public CpuDescriptorHandle GetCpuHandle(RenderTargetDescriptor descriptor)
{
ObjectDisposedException.ThrowIf(_disposed, this);
return _rtvHeap.GetCpuHandle(descriptor.Index);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Release(RenderTargetDescriptor descriptor)
{
ObjectDisposedException.ThrowIf(_disposed, this);
_rtvHeap.ReleaseDescriptor(descriptor.Index);
}
public void Release(ReadOnlySpan<RenderTargetDescriptor> descriptors)
{
ObjectDisposedException.ThrowIf(_disposed, this);
foreach (var descriptor in descriptors)
{
Release(descriptor);
}
}
#endregion
#region DSV Methods
public DepthStencilDescriptor AllocateDSV()
{
ObjectDisposedException.ThrowIf(_disposed, this);
var index = _dsvHeap.AllocateDescriptor();
if (index == uint.MaxValue)
{
throw new InvalidOperationException("Failed to allocate DSV descriptor");
}
return new DepthStencilDescriptor { Index = index };
}
public DepthStencilDescriptor[] AllocateDSVs(uint count)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var baseIndex = _dsvHeap.AllocateDescriptors(count);
if (baseIndex == uint.MaxValue)
{
throw new InvalidOperationException($"Failed to allocate {count} DSV descriptors");
}
var descriptors = new DepthStencilDescriptor[count];
for (uint i = 0; i < count; i++)
{
var index = baseIndex + i;
descriptors[i] = new DepthStencilDescriptor { Index = index };
}
return descriptors;
}
public CpuDescriptorHandle GetCpuHandle(DepthStencilDescriptor descriptor)
{
ObjectDisposedException.ThrowIf(_disposed, this);
return _dsvHeap.GetCpuHandle(descriptor.Index);
}
public void Release(DepthStencilDescriptor descriptor)
{
ObjectDisposedException.ThrowIf(_disposed, this);
_dsvHeap.ReleaseDescriptor(descriptor.Index);
}
public void Release(ReadOnlySpan<DepthStencilDescriptor> descriptors)
{
ObjectDisposedException.ThrowIf(_disposed, this);
foreach (var descriptor in descriptors)
{
Release(descriptor);
}
}
#endregion
#region SRV Methods
public ShaderResourceDescriptor AllocateSRV()
{
ObjectDisposedException.ThrowIf(_disposed, this);
var index = _srvHeap.AllocateDescriptor();
if (index == uint.MaxValue)
{
throw new InvalidOperationException("Failed to allocate SRV descriptor");
}
_srvHeap.CopyToShaderVisibleHeap(index);
return new ShaderResourceDescriptor { Index = index };
}
public ShaderResourceDescriptor[] AllocateSRVs(uint count)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var baseIndex = _srvHeap.AllocateDescriptors(count);
if (baseIndex == uint.MaxValue)
{
throw new InvalidOperationException($"Failed to allocate {count} SRV descriptors");
}
var descriptors = new ShaderResourceDescriptor[count];
for (uint i = 0; i < count; i++)
{
var index = baseIndex + i;
descriptors[i] = new ShaderResourceDescriptor { Index = index };
}
_srvHeap.CopyToShaderVisibleHeap(baseIndex, count);
return descriptors;
}
public CpuDescriptorHandle GetCpuHandle(ShaderResourceDescriptor descriptor)
{
ObjectDisposedException.ThrowIf(_disposed, this);
return _srvHeap.GetCpuHandle(descriptor.Index);
}
public GpuDescriptorHandle GetGpuHandle(ShaderResourceDescriptor descriptor)
{
ObjectDisposedException.ThrowIf(_disposed, this);
return _srvHeap.GetGpuHandle(descriptor.Index);
}
public void Release(ShaderResourceDescriptor descriptor)
{
ObjectDisposedException.ThrowIf(_disposed, this);
_srvHeap.ReleaseDescriptor(descriptor.Index);
}
public void Release(ReadOnlySpan<ShaderResourceDescriptor> descriptors)
{
ObjectDisposedException.ThrowIf(_disposed, this);
foreach (var descriptor in descriptors)
{
Release(descriptor);
}
}
#endregion
#region Sampler Methods
public SamplerDescriptor AllocateSampler()
{
ObjectDisposedException.ThrowIf(_disposed, this);
var index = _samplerHeap.AllocateDescriptor();
if (index == uint.MaxValue)
{
throw new InvalidOperationException("Failed to allocate Sampler descriptor");
}
_samplerHeap.CopyToShaderVisibleHeap(index);
return new SamplerDescriptor { Index = index };
}
public SamplerDescriptor[] AllocateSamplers(uint count)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var baseIndex = _samplerHeap.AllocateDescriptors(count);
if (baseIndex == uint.MaxValue)
{
throw new InvalidOperationException($"Failed to allocate {count} Sampler descriptors");
}
var descriptors = new SamplerDescriptor[count];
for (uint i = 0; i < count; i++)
{
var index = baseIndex + i;
descriptors[i] = new SamplerDescriptor { Index = index };
}
_samplerHeap.CopyToShaderVisibleHeap(baseIndex, count);
return descriptors;
}
public CpuDescriptorHandle GetCpuHandle(SamplerDescriptor descriptor)
{
ObjectDisposedException.ThrowIf(_disposed, this);
return _samplerHeap.GetCpuHandle(descriptor.Index);
}
public GpuDescriptorHandle GetGpuHandle(SamplerDescriptor descriptor)
{
ObjectDisposedException.ThrowIf(_disposed, this);
return _samplerHeap.GetGpuHandle(descriptor.Index);
}
public void Release(SamplerDescriptor descriptor)
{
ObjectDisposedException.ThrowIf(_disposed, this);
_samplerHeap.ReleaseDescriptor(descriptor.Index);
}
public void Release(ReadOnlySpan<SamplerDescriptor> descriptors)
{
ObjectDisposedException.ThrowIf(_disposed, this);
foreach (var descriptor in descriptors)
{
Release(descriptor);
}
}
#endregion
#region Bindless Methods
/// <summary>
/// Allocates a bindless descriptor for SM 6.6 rendering.
/// The returned descriptor maintains a 1:1 relationship between allocation index and shader index.
/// </summary>
public BindlessDescriptor AllocateBindless()
{
ObjectDisposedException.ThrowIf(_disposed, this);
var index = _bindlessHeap.AllocateDescriptor();
if (index == uint.MaxValue)
{
throw new InvalidOperationException("Failed to allocate bindless descriptor");
}
return new BindlessDescriptor { Index = index };
}
/// <summary>
/// Allocates multiple bindless descriptors for SM 6.6 rendering.
/// </summary>
public BindlessDescriptor[] AllocateBindless(uint count)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var baseIndex = _bindlessHeap.AllocateDescriptors(count);
if (baseIndex == uint.MaxValue)
{
throw new InvalidOperationException($"Failed to allocate {count} bindless descriptors");
}
var descriptors = new BindlessDescriptor[count];
for (uint i = 0; i < count; i++)
{
var index = baseIndex + i;
descriptors[i] = new BindlessDescriptor { Index = index };
}
return descriptors;
}
public CpuDescriptorHandle GetCpuHandle(BindlessDescriptor descriptor)
{
ObjectDisposedException.ThrowIf(_disposed, this);
return _bindlessHeap.GetCpuHandle(descriptor.Index);
}
public GpuDescriptorHandle GetGpuHandle(BindlessDescriptor descriptor)
{
ObjectDisposedException.ThrowIf(_disposed, this);
return _bindlessHeap.GetGpuHandle(descriptor.Index);
}
/// <summary>
/// Releases a bindless descriptor.
/// </summary>
public void Release(BindlessDescriptor descriptor)
{
ObjectDisposedException.ThrowIf(_disposed, this);
_bindlessHeap.ReleaseDescriptor(descriptor.Index);
}
/// <summary>
/// Releases multiple bindless descriptors.
/// </summary>
public void Release(ReadOnlySpan<BindlessDescriptor> descriptors)
{
ObjectDisposedException.ThrowIf(_disposed, this);
foreach (var descriptor in descriptors)
{
Release(descriptor);
}
}
#endregion
#region Utility Methods
/// <summary>
/// Gets the RTV heap for binding to the command list.
/// </summary>
public ID3D12DescriptorHeap* GetRTVHeap() => _rtvHeap.Heap;
/// <summary>
/// Gets the DSV heap for binding to the command list.
/// </summary>
public ID3D12DescriptorHeap* GetDSVHeap() => _dsvHeap.Heap;
/// <summary>
/// Gets the SRV heap for binding to the command list.
/// </summary>
public ID3D12DescriptorHeap* GetSRVHeap() => _srvHeap.ShaderVisibleHeap;
/// <summary>
/// Gets the sampler heap for binding to the command list.
/// </summary>
public ID3D12DescriptorHeap* GetSamplerHeap() => _samplerHeap.ShaderVisibleHeap;
/// <summary>
/// Gets the bindless heap for SM 6.6 bindless rendering.
/// </summary>
public ID3D12DescriptorHeap* GetBindlessHeap() => _bindlessHeap.BindlessHeap;
/// <summary>
/// Gets the shader visible heaps that need to be bound to the command list.
/// </summary>
public ID3D12DescriptorHeap*[] GetShaderVisibleHeaps()
{
return [_srvHeap.ShaderVisibleHeap, _samplerHeap.ShaderVisibleHeap];
}
/// <summary>
/// Gets the shader visible heaps including bindless heap for SM 6.6 rendering.
/// </summary>
public ConstPtr<ID3D12DescriptorHeap>[] GetShaderVisibleHeapsWithBindless()
{
return [_bindlessHeap.BindlessHeap, _srvHeap.ShaderVisibleHeap, _samplerHeap.ShaderVisibleHeap];
}
#endregion
public void Dispose()
{
if (_disposed)
{
return;
}
_rtvHeap.Dispose();
_dsvHeap.Dispose();
_srvHeap.Dispose();
_samplerHeap.Dispose();
_bindlessHeap.Dispose();
_disposed = true;
GC.SuppressFinalize(this);
}
}