- Introduced `Handle<T>` and `Identifier<T>` for lightweight, strongly-typed resource identifiers. - Replaced `BitSet` with `UnsafeBitSet` for improved performance and memory safety. - Refactored `Mesh` and `Material` into `MeshClass` and `MaterialClass` for better GPU resource handling. - Added `D3D12ResourceDatabase` to centralize GPU resource tracking and lifecycle management. - Updated `D3D12ShaderCompiler` to load shaders from disk and dynamically populate constant buffers and textures. - Enhanced `ICommandBuffer` with new upload operations for buffers and textures. - Refactored `Vertex` struct for simplified memory layout and better performance. - Updated `MeshBuilder` and rendering logic to align with new resource and shader structures. - Added `BindlessDescriptor` support to `TextureHandle` and `BufferHandle`. - Removed unused classes and performed general cleanup. - Updated unit tests and demos to reflect the new architecture.
319 lines
11 KiB
C#
319 lines
11 KiB
C#
using Ghost.Graphics.Data;
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using Ghost.Graphics.RHI;
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using Misaki.HighPerformance.LowLevel.Utilities;
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using Win32;
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using Win32.Graphics.Direct3D;
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using Win32.Graphics.Direct3D12;
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using Win32.Numerics;
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namespace Ghost.Graphics.D3D12;
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/// <summary>
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/// D3D12 implementation of command buffer interface
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/// </summary>
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internal unsafe class D3D12CommandBuffer : ICommandBuffer
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{
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private ComPtr<ID3D12CommandAllocator> _allocator;
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private ComPtr<ID3D12GraphicsCommandList10> _commandList;
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private readonly D3D12PipelineStateController _stateController;
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private readonly D3D12ResourceDatabase _resourceDatabase;
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private readonly D3D12ResourceAllocator _resourceAllocator;
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private readonly D3D12DescriptorAllocator _descriptorAllocator;
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private readonly CommandBufferType _type;
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private bool _isRecording;
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private bool _disposed;
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public CommandBufferType Type => _type;
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public ID3D12GraphicsCommandList10* NativeCommandList => _commandList.Get();
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public D3D12CommandBuffer(
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D3D12RenderDevice device,
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D3D12PipelineStateController stateController,
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D3D12ResourceDatabase resourceDatabase,
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D3D12ResourceAllocator resourceAllocator,
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D3D12DescriptorAllocator descriptorAllocator,
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CommandBufferType type)
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{
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_type = type;
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var commandListType = ConvertCommandBufferType(type);
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device.NativeDevice->CreateCommandAllocator(commandListType, __uuidof<ID3D12CommandAllocator>(), _allocator.GetVoidAddressOf());
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device.NativeDevice->CreateCommandList1(0u, commandListType, CommandListFlags.None, __uuidof<ID3D12GraphicsCommandList10>(), _commandList.GetVoidAddressOf());
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_stateController = stateController;
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_resourceDatabase = resourceDatabase;
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_resourceAllocator = resourceAllocator;
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_descriptorAllocator = descriptorAllocator;
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// Command lists are created in recording state, so close it
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_commandList.Get()->Close();
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_isRecording = false;
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}
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~D3D12CommandBuffer()
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{
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Dispose();
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}
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private void ThrowIfDisposed()
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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}
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private void ThrowIfNotRecording()
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{
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if (!_isRecording)
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{
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throw new InvalidOperationException("Command buffer is not recording");
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}
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}
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public void Begin()
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{
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ThrowIfDisposed();
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if (_isRecording)
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{
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throw new InvalidOperationException("Command buffer is already recording");
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}
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_allocator.Get()->Reset();
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_commandList.Get()->Reset(_allocator.Get(), null);
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_isRecording = true;
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}
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public void End()
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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_commandList.Get()->Close();
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_isRecording = false;
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}
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public void BeginRenderPass(IRenderTarget renderTarget, Color128 clearColor)
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{
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// TODO: Implement render pass begin
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throw new NotImplementedException();
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}
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public void EndRenderPass()
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{
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// TODO: Implement render pass end
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throw new NotImplementedException();
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}
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public void SetViewport(ViewportDesc viewport)
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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var d3d12Viewport = new Viewport(viewport.width, viewport.height, viewport.x, viewport.y, viewport.minDepth, viewport.maxDepth);
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_commandList.Get()->RSSetViewports(1, &d3d12Viewport);
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}
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public void SetScissorRect(RectDesc rect)
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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var d3d12Rect = new Rect(rect.Left, rect.Top, rect.Right, rect.Bottom);
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_commandList.Get()->RSSetScissorRects(1, &d3d12Rect);
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}
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public void ResourceBarrier(IResource resource, ResourceState before, ResourceState after)
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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if (resource is D3D12Texture d3d12Texture)
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{
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_commandList.Get()->ResourceBarrierTransition(d3d12Texture.NativeResource,
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ConvertResourceState(before), ConvertResourceState(after));
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}
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else if (resource is D3D12Buffer d3d12Buffer)
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{
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_commandList.Get()->ResourceBarrierTransition(d3d12Buffer.NativeResource,
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ConvertResourceState(before), ConvertResourceState(after));
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}
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else
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{
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throw new ArgumentException("Resource must be a D3D12 resource", nameof(resource));
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}
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}
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public void SetGraphicsRootSignature(IRootSignature rootSignature)
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{
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// TODO: Implement root signature setting
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throw new NotImplementedException();
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}
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public void SetPipelineState(IPipelineStateController pipelineState)
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{
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// TODO: Implement pipeline state setting
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throw new NotImplementedException();
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}
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// TODO: Batch draw calls by material to minimize state changes
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public void DrawMesh(MeshClass mesh, MaterialClass material)
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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// Bind the bindless material (sets up root signature, pipeline state, and descriptor heaps)
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var shaderPipeline = _stateController.GetShaderPipeline(material.Shader);
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if (shaderPipeline is not D3D12ShaderPipeline d3d12Pipeline)
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{
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throw new InvalidOperationException("Shader pipeline is not compiled or invalid");
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}
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// Set root signature and pipeline state
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_commandList.Get()->SetPipelineState(d3d12Pipeline.pipelineState.Get());
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_commandList.Get()->SetGraphicsRootSignature(d3d12Pipeline.rootSignature.Get());
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// Set descriptor heaps - CRUCIAL: Use the specialized bindless heap for SM 6.6
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var heaps = stackalloc ID3D12DescriptorHeap*[2];
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heaps[0] = _descriptorAllocator.GetBindlessHeap(); // Specialized bindless heap
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heaps[1] = d3d12Pipeline.samplerHeap.Get(); // Sampler heap from shader
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_commandList.Get()->SetDescriptorHeaps(2, heaps);
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// Bind constant buffers
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var rootParamIndex = 0u;
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foreach (var cbufferInfo in material.Shader.ConstantBuffers)
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{
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var cache = material.CBufferCaches[(int)cbufferInfo.RegisterSlot];
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var resource = _resourceDatabase.GetResource(cache.GpuResource.ResourceHandle);
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_commandList.Get()->SetGraphicsRootConstantBufferView(rootParamIndex++, resource->GetGPUVirtualAddress());
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}
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// Bind sampler descriptor table (last root parameter)
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var samplerGpuHandle = d3d12Pipeline.samplerHeap.Get()->GetGPUDescriptorHandleForHeapStart();
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_commandList.Get()->SetGraphicsRootDescriptorTable(rootParamIndex, samplerGpuHandle);
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// For fully bindless rendering, we don't use the Input Assembler stage
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// Instead, we use instanced drawing where each "instance" represents a triangle
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// The shader will use SV_InstanceID to index into the index buffer and then into the vertex buffer
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_commandList.Get()->IASetPrimitiveTopology(PrimitiveTopology.TriangleList);
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// Draw without vertex/index buffers - use instanced drawing
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// Each instance represents a triangle (3 vertices)
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var triangleCount = mesh.IndexCount / 3;
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_commandList.Get()->DrawInstanced(3, triangleCount, 0, 0);
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}
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public void Dispatch(uint threadGroupCountX, uint threadGroupCountY = 1, uint threadGroupCountZ = 1)
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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_commandList.Get()->Dispatch(threadGroupCountX, threadGroupCountY, threadGroupCountZ);
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}
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public void Upload<T>(BufferHandle buffer, ReadOnlySpan<T> data)
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where T : unmanaged
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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var sizeInBytes = (uint)(data.Length * sizeof(T));
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var uploadHandle = _resourceAllocator.CreateUploadBuffer(sizeInBytes);
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var uploadResource = _resourceDatabase.GetResource(uploadHandle.ResourceHandle);
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void* mappedData;
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uploadResource->Map(0, null, &mappedData);
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fixed (T* dataPtr = data)
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{
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MemoryUtilities.MemCpy(mappedData, dataPtr, sizeInBytes);
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}
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uploadResource->Unmap(0, null);
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var resource = _resourceDatabase.GetResource(buffer.ResourceHandle);
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// Copy from upload buffer to destination
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_commandList.Get()->CopyBufferRegion(resource, 0, uploadResource, 0, sizeInBytes);
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}
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public void Upload(TextureHandle texture, uint firstSubresource, ref SubResourceData subresources, uint numSubresources)
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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var textureResource = _resourceDatabase.GetResource(texture.ResourceHandle);
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var resourceDesc = textureResource->GetDesc();
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var requiredSize = GetRequiredIntermediateSize(textureResource, firstSubresource, numSubresources);
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var uploadHandle = _resourceAllocator.CreateUploadBuffer(requiredSize);
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var uploadResource = _resourceDatabase.GetResource(uploadHandle.ResourceHandle);
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var d3d12Subresources = new SubresourceData
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{
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pData = subresources.pData,
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RowPitch = subresources.rowPitch,
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SlicePitch = subresources.slicePitch
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};
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UpdateSubresources(
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(ID3D12GraphicsCommandList*)_commandList.Get(),
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textureResource,
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uploadResource,
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0,
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firstSubresource,
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numSubresources,
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&d3d12Subresources);
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}
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private static CommandListType ConvertCommandBufferType(CommandBufferType type)
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{
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return type switch
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{
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CommandBufferType.Graphics => CommandListType.Direct,
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CommandBufferType.Compute => CommandListType.Compute,
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CommandBufferType.Copy => CommandListType.Copy,
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_ => throw new ArgumentException($"Unknown command buffer type: {type}")
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};
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}
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private static ResourceStates ConvertResourceState(ResourceState state)
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{
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return state switch
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{
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ResourceState.Common or ResourceState.Present => ResourceStates.Common,
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ResourceState.VertexAndConstantBuffer => ResourceStates.VertexAndConstantBuffer,
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ResourceState.IndexBuffer => ResourceStates.IndexBuffer,
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ResourceState.RenderTarget => ResourceStates.RenderTarget,
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ResourceState.UnorderedAccess => ResourceStates.UnorderedAccess,
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ResourceState.DepthWrite => ResourceStates.DepthWrite,
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ResourceState.DepthRead => ResourceStates.DepthRead,
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ResourceState.PixelShaderResource => ResourceStates.PixelShaderResource,
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ResourceState.CopyDest => ResourceStates.CopyDest,
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ResourceState.CopySource => ResourceStates.CopySource,
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_ => throw new ArgumentException($"Unknown resource state: {state}")
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};
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}
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public void Dispose()
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{
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if (_isRecording)
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{
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throw new InvalidOperationException("Command buffer is still recording");
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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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_commandList.Dispose();
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_allocator.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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