- 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.
517 lines
18 KiB
C#
517 lines
18 KiB
C#
using Ghost.Core;
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using Ghost.Graphics.Data;
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using Ghost.Graphics.RHI;
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using Misaki.HighPerformance.LowLevel.Collections;
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using System.Runtime.CompilerServices;
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using Win32.Graphics.D3D12MemoryAllocator;
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using Win32.Graphics.Direct3D12;
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using Win32.Graphics.Dxgi;
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using Win32.Graphics.Dxgi.Common;
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using static Win32.Graphics.D3D12MemoryAllocator.Apis;
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namespace Ghost.Graphics.D3D12;
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internal unsafe class D3D12ResourceAllocator : IResourceAllocator, IDisposable
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{
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private const uint _MAX_BYTES = D3D12_REQ_RESOURCE_SIZE_IN_MEGABYTES_EXPRESSION_A_TERM * 1024u * 1024u;
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private const uint _MAX_TEXTURE2D_DIMENSION = 16384u;
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private const uint _MAX_TEXTURE3D_DIMENSION = 2048u;
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private readonly ID3D12Device14* _device;
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private readonly Allocator _allocator;
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private readonly RenderSystem _renderSystem;
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private readonly D3D12DescriptorAllocator _descriptorAllocator;
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private readonly D3D12ResourceDatabase _resourceDatabase;
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private UnsafeQueue<ResourceHandle> _temResources = new(64, Misaki.HighPerformance.LowLevel.Buffer.Allocator.Persistent);
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private Guid* IID_NULL
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{
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get
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{
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fixed (Guid* pGuid = &Guid.Empty)
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{
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return pGuid;
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}
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}
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}
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public D3D12ResourceAllocator(RenderSystem renderSystem, D3D12RenderDevice device, D3D12DescriptorAllocator descriptorAllocator, D3D12ResourceDatabase resourceDatabase)
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{
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var desc = new AllocatorDesc
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{
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pAdapter = (IDXGIAdapter*)device.Adapter,
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pDevice = (ID3D12Device*)device.NativeDevice,
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Flags = AllocatorFlags.DefaultPoolsNotZeroed | AllocatorFlags.MSAATexturesAlwaysCommitted
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};
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CreateAllocator(in desc, out _allocator);
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_device = device.NativeDevice;
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_renderSystem = renderSystem;
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_descriptorAllocator = descriptorAllocator;
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_resourceDatabase = resourceDatabase;
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}
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~D3D12ResourceAllocator()
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{
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Dispose();
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static void CheckBufferSize(uint sizeInBytes)
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{
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if (sizeInBytes > _MAX_BYTES)
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{
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throw new InvalidOperationException($"ERROR: Resource size too large for DirectX 12 (size {sizeInBytes})");
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static void CheckTexture2DSize(uint width, uint height)
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{
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if (width > _MAX_TEXTURE2D_DIMENSION || height > _MAX_TEXTURE2D_DIMENSION)
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{
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throw new InvalidOperationException($"ERROR: Texture size too large for DirectX 12 (width {width}, height {height})");
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private ResourceHandle TrackResource(ref readonly Allocation allocation, ResourceStates state, bool isTemp)
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{
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var handle = _resourceDatabase.AddResource(in allocation, _renderSystem.CPUFenceValue, D3D12StatesToRHIState(state));
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if (isTemp)
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{
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_temResources.Enqueue(handle);
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}
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return handle;
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}
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public TextureHandle CreateTexture(ref readonly TextureDesc desc, bool tempResource = false)
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{
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CheckTexture2DSize(desc.Width, desc.Height);
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var d3d12Format = ConvertTextureFormat(desc.Format);
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var mipLevels = desc.MipLevels == 0 ? (ushort)(1 + Math.Floor(Math.Log2(Math.Max(desc.Width, desc.Height)))) : (ushort)desc.MipLevels;
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var resourceDesc = desc.Dimension switch
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{
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TextureDimension.Texture2D => ResourceDescription.Tex2D(
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d3d12Format,
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desc.Width,
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desc.Height,
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mipLevels: mipLevels,
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flags: ConvertTextureUsage(desc.Usage)),
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TextureDimension.Texture3D => ResourceDescription.Tex3D(
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d3d12Format,
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desc.Width,
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desc.Height,
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(ushort)desc.Slice,
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flags: ConvertTextureUsage(desc.Usage)),
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//case TextureDimension.TextureCube:
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// break;
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TextureDimension.Texture2DArray => ResourceDescription.Tex2D(
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d3d12Format,
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desc.Width,
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desc.Height,
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mipLevels: mipLevels,
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arraySize: (ushort)desc.Slice,
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flags: ConvertTextureUsage(desc.Usage)),
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//case TextureDimension.TextureCubeArray:
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// break;
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_ => throw new ArgumentException($"Unsupported texture dimension: {desc.Dimension}"),
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};
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var allocationDesc = new AllocationDesc
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{
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HeapType = HeapType.Default,
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Flags = AllocationFlags.None
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};
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var initialState = DetermineInitialTextureState(desc.Usage);
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Allocation allocation = default;
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ThrowIfFailed(_allocator.CreateResource(&allocationDesc, in resourceDesc, initialState, null, &allocation, IID_NULL, null));
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var handle = TrackResource(in allocation, initialState, tempResource);
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if (desc.CreationFlags.HasFlag(TextureCreationFlags.Bindless))
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{
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var descriptorHandle = _descriptorAllocator.AllocateBindless();
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var srvDesc = new ShaderResourceViewDescription
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{
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Format = d3d12Format,
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Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING
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};
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switch (desc.Dimension)
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{
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case TextureDimension.Texture2D:
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srvDesc.ViewDimension = SrvDimension.Texture2D;
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srvDesc.Texture2D = new Texture2DSrv
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{
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MipLevels = mipLevels,
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};
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break;
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case TextureDimension.Texture3D:
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srvDesc.ViewDimension = SrvDimension.Texture3D;
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srvDesc.Texture3D = new Texture3DSrv
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{
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MipLevels = 0,
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};
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break;
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case TextureDimension.Texture2DArray:
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srvDesc.ViewDimension = SrvDimension.Texture2DArray;
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srvDesc.Texture2DArray = new Texture2DArraySrv
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{
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MipLevels = mipLevels,
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ArraySize = desc.Slice,
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};
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break;
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default:
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throw new ArgumentException($"Unsupported texture dimension for SRV: {desc.Dimension}");
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}
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_device->CreateShaderResourceView(allocation.Resource, &srvDesc, _descriptorAllocator.GetCpuHandle(descriptorHandle));
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}
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return new(handle);
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}
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public TextureHandle CreateRenderTarget(ref readonly RenderTargetDesc desc, bool tempResource = false)
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{
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var textureDesc = RenderTargetDesc.ToTextureDescriptor(desc);
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return CreateTexture(ref textureDesc, tempResource);
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}
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public BufferHandle CreateBuffer(ref readonly BufferDesc desc, bool tempResource = false)
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{
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CheckBufferSize((uint)desc.Size);
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var resourceDescription = ResourceDescription.Buffer(desc.Size, ConvertBufferUsage(desc.Usage));
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var allocationDesc = new AllocationDesc
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{
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HeapType = ConvertMemoryType(desc.MemoryType),
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Flags = AllocationFlags.None
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};
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var initialState = DetermineInitialBufferState(desc.Usage, desc.MemoryType);
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Allocation allocation = default;
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ThrowIfFailed(_allocator.CreateResource(&allocationDesc, in resourceDescription, initialState, null, &allocation, IID_NULL, null));
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var handle = TrackResource(in allocation, initialState, tempResource);
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if (desc.Usage.HasFlag(BufferUsage.ShaderResource) && desc.CreationFlags.HasFlag(BufferCreationFlags.Bindless))
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{
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var isRaw = desc.Usage.HasFlag(BufferUsage.Raw);
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var descriptorHandle = _descriptorAllocator.AllocateBindless();
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var srvDesc = new ShaderResourceViewDescription
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{
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ViewDimension = SrvDimension.Buffer,
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Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING
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};
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if (isRaw)
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{
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srvDesc.Format = Format.R32Typeless;
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srvDesc.Buffer.FirstElement = 0;
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srvDesc.Buffer.NumElements = (uint)(desc.Size / 4);
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srvDesc.Buffer.StructureByteStride = 0;
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srvDesc.Buffer.Flags = BufferSrvFlags.Raw;
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}
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else
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{
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srvDesc.Format = Format.Unknown;
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srvDesc.Buffer.FirstElement = 0;
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srvDesc.Buffer.NumElements = (uint)(desc.Size / desc.Stride);
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srvDesc.Buffer.StructureByteStride = desc.Stride;
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srvDesc.Buffer.Flags = BufferSrvFlags.None;
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}
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_device->CreateShaderResourceView(allocation.Resource, &srvDesc, _descriptorAllocator.GetCpuHandle(descriptorHandle));
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return new(handle, descriptorHandle);
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}
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return new(handle);
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}
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public BufferHandle CreateUploadBuffer(ulong size, bool temp = true)
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{
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var desc = new BufferDesc
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{
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Size = size,
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Usage = BufferUsage.Upload,
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MemoryType = MemoryType.Upload,
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};
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return CreateBuffer(in desc, temp);
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}
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public Identifier<Mesh> CreateMesh(ReadOnlySpan<Vertex> vertices, ReadOnlySpan<uint> indices)
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{
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var vertexBufferDesc = new BufferDesc
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{
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Size = (ulong)(vertices.Length * Unsafe.SizeOf<Vertex>()),
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Stride = (uint)Unsafe.SizeOf<Vertex>(),
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Usage = BufferUsage.Vertex | BufferUsage.ShaderResource,
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MemoryType = MemoryType.Default,
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CreationFlags = BufferCreationFlags.Bindless
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};
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var indexBufferDesc = new BufferDesc
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{
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Size = (ulong)(indices.Length * sizeof(uint)),
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Stride = sizeof(uint),
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Usage = BufferUsage.Index | BufferUsage.ShaderResource,
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MemoryType = MemoryType.Default,
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CreationFlags = BufferCreationFlags.Bindless
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};
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var vertexBuffer = CreateBuffer(ref vertexBufferDesc, true);
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var indexBuffer = CreateBuffer(ref indexBufferDesc, true);
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var data = new Mesh(vertices, indices, vertexBuffer, indexBuffer);
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return _resourceDatabase.AddMesh(in data);
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}
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public Identifier<Material> CreateMaterial(Identifier<Shader> shader)
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{
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var materialData = new Material
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{
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Shader = shader,
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};
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var shaderResource = _resourceDatabase.GetShader(shader);
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if (shaderResource.ConstantBuffers.Count > 0)
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{
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var maxSlot = shaderResource.ConstantBuffers.Max(cb => cb.RegisterSlot);
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materialData._cBufferCaches = new UnsafeArray<CBufferCache>((int)maxSlot + 1, Misaki.HighPerformance.LowLevel.Buffer.Allocator.Persistent);
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foreach (var cbufferInfo in shaderResource.ConstantBuffers)
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{
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var desc = new BufferDesc
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{
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Size = cbufferInfo.Size,
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Usage = BufferUsage.Constant,
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MemoryType = MemoryType.Default,
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};
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var buffer = CreateBuffer(in desc);
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materialData._cBufferCaches[cbufferInfo.RegisterSlot] = new CBufferCache(buffer, cbufferInfo.Size);
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}
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}
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return _resourceDatabase.AddMaterial(in materialData);
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}
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#region Conversion Methods
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private static Format ConvertTextureFormat(TextureFormat format)
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{
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return format switch
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{
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TextureFormat.R8G8B8A8_UNorm => Format.R8G8B8A8Unorm,
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TextureFormat.B8G8R8A8_UNorm => Format.B8G8R8A8Unorm,
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TextureFormat.R16G16B16A16_Float => Format.R16G16B16A16Float,
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TextureFormat.R32G32B32A32_Float => Format.R32G32B32A32Float,
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TextureFormat.D24_UNorm_S8_UInt => Format.D24UnormS8Uint,
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TextureFormat.D32_Float => Format.D32Float,
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_ => throw new ArgumentException($"Unsupported texture format: {format}")
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};
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}
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private static ResourceFlags ConvertTextureUsage(TextureUsage usage)
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{
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var flags = ResourceFlags.None;
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if (usage.HasFlag(TextureUsage.RenderTarget))
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{
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flags |= ResourceFlags.AllowRenderTarget;
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}
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if (usage.HasFlag(TextureUsage.DepthStencil))
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{
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flags |= ResourceFlags.AllowDepthStencil;
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}
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if (usage.HasFlag(TextureUsage.UnorderedAccess))
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{
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flags |= ResourceFlags.AllowUnorderedAccess;
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}
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return flags;
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}
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private static ResourceFlags ConvertBufferUsage(BufferUsage usage)
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{
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var flags = ResourceFlags.None;
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if (usage.HasFlag(BufferUsage.Raw))
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{
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flags |= ResourceFlags.AllowUnorderedAccess;
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}
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return flags;
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}
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private static HeapType ConvertMemoryType(MemoryType memoryType)
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{
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return memoryType switch
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{
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MemoryType.Default => HeapType.Default,
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MemoryType.Upload => HeapType.Upload,
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MemoryType.Readback => HeapType.Readback,
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_ => throw new ArgumentException($"Unsupported memory type: {memoryType}")
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};
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}
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private static ResourceStates DetermineInitialTextureState(TextureUsage usage)
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{
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if (usage.HasFlag(TextureUsage.RenderTarget))
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{
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return ResourceStates.RenderTarget;
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}
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if (usage.HasFlag(TextureUsage.DepthStencil))
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{
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return ResourceStates.DepthWrite;
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}
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if (usage.HasFlag(TextureUsage.UnorderedAccess))
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{
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return ResourceStates.UnorderedAccess;
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}
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return ResourceStates.Common;
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}
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private static ResourceStates DetermineInitialBufferState(BufferUsage usage, MemoryType memoryType)
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{
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if (memoryType == MemoryType.Upload)
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{
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return ResourceStates.GenericRead;
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}
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if (memoryType == MemoryType.Readback)
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{
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return ResourceStates.CopyDest;
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}
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if (usage.HasFlag(BufferUsage.Vertex))
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{
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return ResourceStates.VertexAndConstantBuffer;
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}
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if (usage.HasFlag(BufferUsage.Index))
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{
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return ResourceStates.IndexBuffer;
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}
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if (usage.HasFlag(BufferUsage.Constant))
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{
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return ResourceStates.VertexAndConstantBuffer;
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}
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return ResourceStates.Common;
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}
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private static ResourceState D3D12StatesToRHIState(ResourceStates states)
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{
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switch (states)
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{
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//case ResourceStates.None:
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//case ResourceStates.Present:
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case ResourceStates.Common:
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return ResourceState.Common;
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case ResourceStates.VertexAndConstantBuffer:
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return ResourceState.VertexAndConstantBuffer;
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case ResourceStates.IndexBuffer:
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return ResourceState.IndexBuffer;
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case ResourceStates.RenderTarget:
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return ResourceState.RenderTarget;
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case ResourceStates.UnorderedAccess:
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return ResourceState.UnorderedAccess;
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case ResourceStates.DepthWrite:
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return ResourceState.DepthWrite;
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case ResourceStates.DepthRead:
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return ResourceState.DepthRead;
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case ResourceStates.PixelShaderResource:
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return ResourceState.PixelShaderResource;
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//case ResourceStates.Predication:
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case ResourceStates.IndirectArgument:
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return ResourceState.IndirectArgument;
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case ResourceStates.CopyDest:
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return ResourceState.CopyDest;
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case ResourceStates.CopySource:
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return ResourceState.CopySource;
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case ResourceStates.GenericRead:
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return ResourceState.GenericRead;
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default:
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return ResourceState.Common;
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}
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}
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#endregion
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public void ReleaseTempResource()
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{
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while (_temResources.Count > 0)
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{
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var handle = _temResources.Peek();
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ref var info = ref _resourceDatabase.GetResourceInfo(handle, out var exist);
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if (exist && info.Allocated && info.cpuFenceValue > _renderSystem.GPUFenceValue)
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{
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break;
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}
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ReleaseResource(handle);
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_temResources.Dequeue();
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}
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}
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public void ReleaseResource(ResourceHandle handle)
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{
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if (!handle.IsValid)
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{
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return;
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}
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ref var info = ref _resourceDatabase.GetResourceInfo(handle, out var exist);
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if (!exist || !info.Allocated)
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{
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return;
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}
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info.Dispose();
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_resourceDatabase.RemoveResource(handle);
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}
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public void Dispose()
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{
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#if DEBUG
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if (_temResources.Count > 0)
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{
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throw new InvalidOperationException($"ResourceAllocator is being disposed with {_temResources.Count} temp allocations still registered. Ensure all resources are released before disposing.");
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}
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#endif
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foreach (var handle in _temResources)
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{
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ReleaseResource(handle);
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}
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_temResources.Dispose();
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_allocator.Release();
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GC.SuppressFinalize(this);
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}
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} |