Files
GhostEngine/Ghost.Graphics/D3D12/DescriptorAllocator.cs
Misaki eafbfb2fa1 Update rendering architecture and resource management
Added a new `Ref<T>` struct for reference semantics.
Added the `RenderGraph` system for managing rendering passes.
Added the `RenderTexture` class for encapsulating GPU resources.
Added `GraphicsBuffer` class for effective GPU resource management.
Changed `CommandList` methods from public to internal for visibility control.
Changed `IRenderPass` interface from internal to public for accessibility.
Changed `GetData<T>()` in `ComponentObject.cs` to return `CompRef<T>`.
Changed `GetComponent<T>()` in `EntityManager.cs` to return `CompRef<T>`.
Changed `GetSingleton<T>()` in `World.cs` to use `CompRef<T>`.
Changed `IQueryTypeParameter` to use `CompRef<T>` for consistency.
Changed `QueryItem<T0>` and related structs to use `CompRef<T>`.
Changed `Material` class to support bindless textures.
Changed `Shader` class to support bindless rendering.
Changed `Mesh` class to support bindless vertex and index buffer access.
Updated documentation to reflect the new bindless rendering architecture.
2025-08-01 21:34:48 +09:00

421 lines
13 KiB
C#

using Ghost.Core;
using Ghost.Graphics.D3D12.Utilities;
using Win32.Graphics.Direct3D12;
namespace Ghost.Graphics.D3D12;
/// <summary>
/// D3D12 implementation of descriptor allocator that manages different types of descriptor heaps.
/// </summary>
internal class DescriptorAllocator : IDisposable
{
private readonly DescriptorHeapAllocator _rtvHeap;
private readonly DescriptorHeapAllocator _dsvHeap;
private readonly DescriptorHeapAllocator _srvHeap;
private readonly DescriptorHeapAllocator _samplerHeap;
private readonly BindlessDescriptorHeapAllocator _bindlessHeap;
private bool _disposed;
public DescriptorAllocator(uint initialRtvCount = 256, uint initialDsvCount = 256, uint initialSrvCount = 1024, uint initialSamplerCount = 256, uint initialBindlessCount = 10000)
{
var device = GraphicsPipeline.GraphicsDevice;
_rtvHeap = new DescriptorHeapAllocator("rtv", device.NativeDevice, DescriptorHeapType.Rtv, initialRtvCount);
_dsvHeap = new DescriptorHeapAllocator("dsv", device.NativeDevice, DescriptorHeapType.Dsv, initialDsvCount);
_srvHeap = new DescriptorHeapAllocator("srv", device.NativeDevice, DescriptorHeapType.CbvSrvUav, initialSrvCount);
_samplerHeap = new DescriptorHeapAllocator("sampler", device.NativeDevice, DescriptorHeapType.Sampler, initialSamplerCount);
_bindlessHeap = new BindlessDescriptorHeapAllocator(device.NativeDevice, initialBindlessCount);
}
#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");
}
var cpuHandle = _rtvHeap.GetCpuHandle(index);
return new RenderTargetDescriptor(index, cpuHandle);
}
public RenderTargetDescriptor[] AllocateRTVs(uint count)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var baseIndex = _rtvHeap.AllocateDescriptors(count);
if (baseIndex == uint.MaxValue)
{
throw new InvalidOperationException($"Failed to allocate {count} RTV descriptors");
}
var descriptors = new RenderTargetDescriptor[count];
for (uint i = 0; i < count; i++)
{
var index = baseIndex + i;
var cpuHandle = _rtvHeap.GetCpuHandle(index);
descriptors[i] = new RenderTargetDescriptor(index, cpuHandle);
}
return descriptors;
}
public void ReleaseRTV(RenderTargetDescriptor descriptor)
{
ObjectDisposedException.ThrowIf(_disposed, this);
if (descriptor is RenderTargetDescriptor d3d12Descriptor)
{
_rtvHeap.ReleaseDescriptor(d3d12Descriptor.Index);
}
}
public void ReleaseRTVs(RenderTargetDescriptor[] descriptors)
{
ObjectDisposedException.ThrowIf(_disposed, this);
foreach (var descriptor in descriptors)
{
ReleaseRTV(descriptor);
}
}
#endregion
#region DSV Methods
public DepthStencilDescriptor AllocateDSV()
{
ObjectDisposedException.ThrowIf(_disposed, this);
var index = _dsvHeap.AllocateDescriptor();
if (index == uint.MaxValue)
{
throw new InvalidOperationException("Failed to allocate DSV descriptor");
}
var cpuHandle = _dsvHeap.GetCpuHandle(index);
return new DepthStencilDescriptor(index, cpuHandle);
}
public DepthStencilDescriptor[] AllocateDSVs(uint count)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var baseIndex = _dsvHeap.AllocateDescriptors(count);
if (baseIndex == uint.MaxValue)
{
throw new InvalidOperationException($"Failed to allocate {count} DSV descriptors");
}
var descriptors = new DepthStencilDescriptor[count];
for (uint i = 0; i < count; i++)
{
var index = baseIndex + i;
var cpuHandle = _dsvHeap.GetCpuHandle(index);
descriptors[i] = new DepthStencilDescriptor(index, cpuHandle);
}
return descriptors;
}
public void ReleaseDSV(DepthStencilDescriptor descriptor)
{
ObjectDisposedException.ThrowIf(_disposed, this);
if (descriptor is DepthStencilDescriptor d3d12Descriptor)
{
_dsvHeap.ReleaseDescriptor(d3d12Descriptor.Index);
}
}
public void ReleaseDSVs(DepthStencilDescriptor[] descriptors)
{
ObjectDisposedException.ThrowIf(_disposed, this);
foreach (var descriptor in descriptors)
{
ReleaseDSV(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");
}
var cpuHandle = _srvHeap.GetCpuHandle(index);
var gpuHandle = _srvHeap.GetGpuHandle(index);
// Copy to shader visible heap
_srvHeap.CopyToShaderVisibleHeap(index);
return new ShaderResourceDescriptor(index, cpuHandle, gpuHandle);
}
public ShaderResourceDescriptor[] AllocateSRVs(uint count)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var baseIndex = _srvHeap.AllocateDescriptors(count);
if (baseIndex == uint.MaxValue)
{
throw new InvalidOperationException($"Failed to allocate {count} SRV descriptors");
}
var descriptors = new ShaderResourceDescriptor[count];
for (uint i = 0; i < count; i++)
{
var index = baseIndex + i;
var cpuHandle = _srvHeap.GetCpuHandle(index);
var gpuHandle = _srvHeap.GetGpuHandle(index);
descriptors[i] = new ShaderResourceDescriptor(index, cpuHandle, gpuHandle);
}
// Copy all descriptors to shader visible heap
_srvHeap.CopyToShaderVisibleHeap(baseIndex, count);
return descriptors;
}
public void ReleaseSRV(ShaderResourceDescriptor descriptor)
{
ObjectDisposedException.ThrowIf(_disposed, this);
if (descriptor is ShaderResourceDescriptor d3d12Descriptor)
{
_srvHeap.ReleaseDescriptor(d3d12Descriptor.Index);
}
}
public void ReleaseSRVs(ShaderResourceDescriptor[] descriptors)
{
ObjectDisposedException.ThrowIf(_disposed, this);
foreach (var descriptor in descriptors)
{
ReleaseSRV(descriptor);
}
}
#endregion
#region Sampler Methods
public SamplerDescriptor AllocateSampler()
{
ObjectDisposedException.ThrowIf(_disposed, this);
var index = _samplerHeap.AllocateDescriptor();
if (index == uint.MaxValue)
{
throw new InvalidOperationException("Failed to allocate Sampler descriptor");
}
var cpuHandle = _samplerHeap.GetCpuHandle(index);
var gpuHandle = _samplerHeap.GetGpuHandle(index);
// Copy to shader visible heap
_samplerHeap.CopyToShaderVisibleHeap(index);
return new SamplerDescriptor(index, cpuHandle, gpuHandle);
}
public SamplerDescriptor[] AllocateSamplers(uint count)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var baseIndex = _samplerHeap.AllocateDescriptors(count);
if (baseIndex == uint.MaxValue)
{
throw new InvalidOperationException($"Failed to allocate {count} Sampler descriptors");
}
var descriptors = new SamplerDescriptor[count];
for (uint i = 0; i < count; i++)
{
var index = baseIndex + i;
var cpuHandle = _samplerHeap.GetCpuHandle(index);
var gpuHandle = _samplerHeap.GetGpuHandle(index);
descriptors[i] = new SamplerDescriptor(index, cpuHandle, gpuHandle);
}
// Copy all descriptors to shader visible heap
_samplerHeap.CopyToShaderVisibleHeap(baseIndex, count);
return descriptors;
}
public void ReleaseSampler(SamplerDescriptor descriptor)
{
ObjectDisposedException.ThrowIf(_disposed, this);
if (descriptor is SamplerDescriptor d3d12Descriptor)
{
_samplerHeap.ReleaseDescriptor(d3d12Descriptor.Index);
}
}
public void ReleaseSamplers(SamplerDescriptor[] descriptors)
{
ObjectDisposedException.ThrowIf(_disposed, this);
foreach (var descriptor in descriptors)
{
ReleaseSampler(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");
}
var cpuHandle = _bindlessHeap.GetCpuHandle(index);
var gpuHandle = _bindlessHeap.GetGpuHandle(index);
return new BindlessDescriptor(index, cpuHandle, gpuHandle);
}
/// <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;
var cpuHandle = _bindlessHeap.GetCpuHandle(index);
var gpuHandle = _bindlessHeap.GetGpuHandle(index);
descriptors[i] = new BindlessDescriptor(index, cpuHandle, gpuHandle);
}
return descriptors;
}
/// <summary>
/// Releases a bindless descriptor.
/// </summary>
public void ReleaseBindless(BindlessDescriptor descriptor)
{
ObjectDisposedException.ThrowIf(_disposed, this);
if (descriptor is BindlessDescriptor d3d12Descriptor)
{
_bindlessHeap.ReleaseDescriptor(d3d12Descriptor.Index);
}
}
/// <summary>
/// Releases multiple bindless descriptors.
/// </summary>
public void ReleaseBindless(BindlessDescriptor[] descriptors)
{
ObjectDisposedException.ThrowIf(_disposed, this);
foreach (var descriptor in descriptors)
{
ReleaseBindless(descriptor);
}
}
#endregion
#region Utility Methods
/// <summary>
/// Gets the RTV heap for binding to the command list.
/// </summary>
public ConstPtr<ID3D12DescriptorHeap> GetRTVHeap() => _rtvHeap.Heap;
/// <summary>
/// Gets the DSV heap for binding to the command list.
/// </summary>
public ConstPtr<ID3D12DescriptorHeap> GetDSVHeap() => _dsvHeap.Heap;
/// <summary>
/// Gets the SRV heap for binding to the command list.
/// </summary>
public ConstPtr<ID3D12DescriptorHeap> GetSRVHeap() => _srvHeap.ShaderVisibleHeap;
/// <summary>
/// Gets the sampler heap for binding to the command list.
/// </summary>
public ConstPtr<ID3D12DescriptorHeap> GetSamplerHeap() => _samplerHeap.ShaderVisibleHeap;
/// <summary>
/// Gets the bindless heap for SM 6.6 bindless rendering.
/// </summary>
public ConstPtr<ID3D12DescriptorHeap> GetBindlessHeap() => _bindlessHeap.BindlessHeap;
/// <summary>
/// Gets the shader visible heaps that need to be bound to the command list.
/// </summary>
public ConstPtr<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);
}
}