Files
GhostEngine/Ghost.Graphics/D3D12/D3D12CommandQueue.cs
Misaki a39f377533 Refactor GPU resource management and rendering pipeline
- 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.
2025-09-19 23:20:15 +09:00

134 lines
3.7 KiB
C#

using Ghost.Graphics.RHI;
using Win32;
using Win32.Graphics.Direct3D12;
namespace Ghost.Graphics.D3D12;
/// <summary>
/// D3D12 implementation of command queue interface
/// </summary>
internal unsafe class D3D12CommandQueue : ICommandQueue
{
private ComPtr<ID3D12CommandQueue> _queue;
private ComPtr<ID3D12Fence1> _fence;
private readonly AutoResetEvent _fenceEvent;
private ulong _fenceValue;
private bool _disposed;
public CommandQueueType Type
{
get;
}
public ID3D12CommandQueue* NativeQueue => _queue.Get();
public D3D12CommandQueue(ID3D12Device14* pDevice, CommandQueueType type)
{
Type = type;
_fenceEvent = new AutoResetEvent(false);
_fenceValue = 0;
var queueDesc = new CommandQueueDescription
{
Type = ConvertCommandQueueType(type),
Priority = (int)CommandQueuePriority.Normal,
Flags = CommandQueueFlags.None,
};
fixed (void* queuePtr = &_queue)
{
pDevice->CreateCommandQueue(&queueDesc, __uuidof<ID3D12CommandQueue>(), (void**)queuePtr);
}
pDevice->CreateFence(0, FenceFlags.None, __uuidof<ID3D12Fence1>(), _fence.GetVoidAddressOf());
}
~D3D12CommandQueue()
{
Dispose();
}
public void Submit(ICommandBuffer commandBuffer)
{
if (commandBuffer is D3D12CommandBuffer d3d12CommandBuffer)
{
var commandList = d3d12CommandBuffer.NativeCommandList;
var commandListPtr = (ID3D12CommandList*)commandList;
_queue.Get()->ExecuteCommandLists(1, &commandListPtr);
}
else
{
throw new ArgumentException("Command buffer must be a D3D12CommandBuffer", nameof(commandBuffer));
}
}
public void Submit(params ReadOnlySpan<ICommandBuffer> commandBuffers)
{
var commandLists = stackalloc ID3D12CommandList*[commandBuffers.Length];
for (var i = 0; i < commandBuffers.Length; i++)
{
if (commandBuffers[i] is D3D12CommandBuffer d3d12CommandBuffer)
{
commandLists[i] = (ID3D12CommandList*)d3d12CommandBuffer.NativeCommandList;
}
else
{
throw new ArgumentException($"Command buffer at index {i} must be a D3D12CommandBuffer", nameof(commandBuffers));
}
}
_queue.Get()->ExecuteCommandLists((uint)commandBuffers.Length, commandLists);
}
public ulong Signal(ulong value)
{
_fenceValue = value;
_queue.Get()->Signal((ID3D12Fence*)_fence.Get(), _fenceValue);
return _fenceValue;
}
public void WaitForValue(ulong value)
{
if (_fence.Get()->GetCompletedValue() < value)
{
var handle = new Handle((void*)_fenceEvent.SafeWaitHandle.DangerousGetHandle());
if (_fence.Get()->SetEventOnCompletion(value, handle).Success)
{
_fenceEvent.WaitOne();
}
}
}
public ulong GetCompletedValue()
{
return _fence.Get()->GetCompletedValue();
}
private static CommandListType ConvertCommandQueueType(CommandQueueType type)
{
return type switch
{
CommandQueueType.Graphics => CommandListType.Direct,
CommandQueueType.Compute => CommandListType.Compute,
CommandQueueType.Copy => CommandListType.Copy,
_ => throw new ArgumentException($"Unknown command queue type: {type}")
};
}
public void Dispose()
{
if (_disposed)
{
return;
}
_fenceEvent?.Dispose();
_fence.Dispose();
_queue.Dispose();
_disposed = true;
GC.SuppressFinalize(this);
}
}