- Added `<IsTrimmable>` property in project files for trimming. - Replaced bindless texture types with non-bindless equivalents. - Refactored `ShaderDescriptor` and `ShaderPass` for better modularity. - Introduced `ShaderDescriptorExtensions` for property size calculations. - Simplified constant buffer handling in `Material.cs`. - Improved resource management in `D3D12` components. - Added support for static meshes and optimized resource barriers. - Refactored shader code generation and property merging in `SDLCompiler`. - Removed unused or redundant code (e.g., `IncludesBlock` parser). - Updated comments, documentation, and error handling for clarity.
455 lines
14 KiB
C#
455 lines
14 KiB
C#
using Ghost.Core;
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using Ghost.Graphics.Core;
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using Ghost.Graphics.D3D12.Utilities;
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using Ghost.Graphics.RHI;
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using Misaki.HighPerformance.Collections;
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using Misaki.HighPerformance.LowLevel;
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using Misaki.HighPerformance.LowLevel.Buffer;
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using Misaki.HighPerformance.LowLevel.Collections;
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using System.Runtime.InteropServices;
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using TerraFX.Interop.DirectX;
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namespace Ghost.Graphics.D3D12;
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internal class D3D12ResourceDatabase : IResourceDatabase
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{
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internal unsafe struct ResourceRecord
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{
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[StructLayout(LayoutKind.Explicit)]
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public struct ResourceUnion
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{
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[FieldOffset(0)]
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public UniquePtr<D3D12MA_Allocation> allocation;
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[FieldOffset(0)]
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public UniquePtr<ID3D12Resource> resource;
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public ResourceUnion(D3D12MA_Allocation* allocation)
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{
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this.allocation = allocation;
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}
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public ResourceUnion(ID3D12Resource* resource)
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{
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this.resource = resource;
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}
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}
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public ResourceDesc desc;
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public ResourceViewGroup viewGroup;
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public ResourceUnion resourceUnion;
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public ResourceState state;
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public uint cpuFenceValue;
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public readonly bool isExternal;
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public readonly bool Allocated => isExternal ? resourceUnion.resource.Get() != null : resourceUnion.allocation.Get() != null;
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public readonly SharedPtr<ID3D12Resource> ResourcePtr => isExternal ? resourceUnion.resource.Get() : resourceUnion.allocation.Get()->GetResource();
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public ResourceRecord(D3D12MA_Allocation* allocation, uint cpuFenceValue, ResourceState state, ResourceViewGroup resourceDescriptor, ResourceDesc desc)
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{
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this.resourceUnion = new ResourceUnion(allocation);
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this.isExternal = false;
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this.viewGroup = resourceDescriptor;
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this.cpuFenceValue = cpuFenceValue;
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this.state = state;
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this.desc = desc;
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}
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public ResourceRecord(ID3D12Resource* resource, ResourceState state, ResourceViewGroup viewGroup)
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{
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this.resourceUnion = new ResourceUnion(resource);
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this.isExternal = true;
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this.viewGroup = viewGroup;
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this.cpuFenceValue = ~0u;
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this.state = state;
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this.desc = ResourceDesc.FromD3D12(resource->GetDesc());
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}
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public uint Release(D3D12DescriptorAllocator descriptorAllocator)
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{
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var refCount = 0u;
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if (Allocated)
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{
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if (isExternal)
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{
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refCount = resourceUnion.resource.Get()->Release();
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}
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else
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{
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refCount = resourceUnion.allocation.Get()->Release();
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}
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}
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descriptorAllocator.Release(viewGroup);
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resourceUnion = default;
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viewGroup = default;
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return refCount;
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}
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}
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private readonly D3D12DescriptorAllocator _descriptorAllocator;
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private UnsafeSlotMap<ResourceRecord> _resources;
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#if DEBUG || GHOST_EDITOR
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private readonly Dictionary<Handle<GPUResource>, string> _resourceName;
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#endif
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private UnsafeSlotMap<Mesh> _meshes;
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private UnsafeSlotMap<Material> _materials;
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private readonly DynamicArray<Shader?> _shaders; // NOTE: We use a simple list since shader is not frequently added/removed. This can save 4 bytes for each ecs component.
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private readonly Dictionary<ShaderPassKey, ShaderPass> _shaderPasses; // NOTE: The reason we use Dictionary here is that ShaderPassKey is a presistence identifier across multiple application sessions.
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private bool _disposed;
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public D3D12ResourceDatabase(D3D12DescriptorAllocator descriptorAllocator)
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{
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_resources = new UnsafeSlotMap<ResourceRecord>(64, Allocator.Persistent, AllocationOption.Clear);
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#if DEBUG || GHOST_EDITOR
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_resourceName = new Dictionary<Handle<GPUResource>, string>(64);
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#endif
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_meshes = new UnsafeSlotMap<Mesh>(64, Allocator.Persistent, AllocationOption.Clear);
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_materials = new UnsafeSlotMap<Material>(16, Allocator.Persistent, AllocationOption.Clear);
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_shaders = new DynamicArray<Shader?>(16);
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_shaderPasses = new Dictionary<ShaderPassKey, ShaderPass>(16);
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_descriptorAllocator = descriptorAllocator;
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}
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~D3D12ResourceDatabase()
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{
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Dispose();
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}
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private void ReleaseResource<T>(ref T resource)
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where T : IResourceReleasable
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{
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resource.ReleaseResource(this);
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resource = default!;
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}
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public unsafe Handle<GPUResource> ImportExternalResource(ID3D12Resource* pResource, ResourceState initialState, ResourceViewGroup viewGroup, string name = "")
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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var id = _resources.Add(new ResourceRecord(pResource, initialState, viewGroup), out var generation);
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var handle = new Handle<GPUResource>(id, generation);
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#if DEBUG || GHOST_EDITOR
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pResource->SetName(name);
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_resourceName[handle] = name;
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#endif
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return handle;
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}
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public unsafe Handle<GPUResource> AddResource(D3D12MA_Allocation* allocation, uint cpuFenceValue, ResourceState initialState, ResourceViewGroup resourceDescriptor, ResourceDesc desc, string name = "")
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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var id = _resources.Add(new ResourceRecord(allocation, cpuFenceValue, initialState, resourceDescriptor, desc), out var generation);
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var handle = new Handle<GPUResource>(id, generation);
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#if DEBUG || GHOST_EDITOR
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allocation->SetName(name);
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_resourceName[handle] = name;
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#endif
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return handle;
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}
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public bool HasResource(Handle<GPUResource> handle)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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return _resources.Contains(handle.id, handle.generation);
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}
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public ref ResourceRecord GetResourceRecord(Handle<GPUResource> handle)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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ref var info = ref _resources.GetElementReferenceAt(handle.id, handle.generation, out var exist);
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if (!exist)
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{
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throw new KeyNotFoundException($"Resource with handle {handle} not found.");
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}
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return ref info;
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}
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public ref ResourceRecord GetResourceRecord(Handle<GPUResource> handle, out bool exist)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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return ref _resources.GetElementReferenceAt(handle.id, handle.generation, out exist);
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}
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public unsafe SharedPtr<ID3D12Resource> GetResource(Handle<GPUResource> handle)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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ref var info = ref GetResourceRecord(handle);
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if (!info.Allocated)
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{
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return null;
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}
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return info.ResourcePtr;
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}
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public ResourceState GetResourceState(Handle<GPUResource> handle)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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return GetResourceRecord(handle).state;
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}
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public void SetResourceState(Handle<GPUResource> handle, ResourceState state)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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ref var info = ref _resources.GetElementReferenceAt(handle.id, handle.generation, out var exist);
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if (!exist || !info.Allocated)
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{
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throw new KeyNotFoundException($"Resource with handle {handle} not found.");
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}
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info.state = state;
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}
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public ResourceDesc GetResourceDescription(Handle<GPUResource> handle)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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return GetResourceRecord(handle).desc;
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}
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public int GetBindlessIndex(Handle<GPUResource> handle)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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ref var info = ref GetResourceRecord(handle, out var exist);
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if (!exist || !info.Allocated)
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{
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return -1;
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}
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return info.viewGroup.srv.value;
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}
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public string? GetResourceName(Handle<GPUResource> handle)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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#if DEBUG || GHOST_EDITOR
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if (_resourceName.TryGetValue(handle, out var name))
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{
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return name;
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}
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#endif
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return null;
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}
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public void ReleaseResource(Handle<GPUResource> handle)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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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 _resources.GetElementReferenceAt(handle.id, handle.generation, 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.Release(_descriptorAllocator);
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//Debug.Assert(info.Release(_descriptorAllocator) == 0);
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#if DEBUG || GHOST_EDITOR
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_resourceName.Remove(handle, out var name);
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#endif
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_resources.Remove(handle.id, handle.generation);
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}
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public Handle<Mesh> AddMesh(ref readonly Mesh mesh)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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var id = _meshes.Add(mesh, out var generation);
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return new Handle<Mesh>(id, generation);
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}
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public bool HasMesh(Handle<Mesh> handle)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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return _meshes.Contains(handle.id, handle.generation);
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}
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public ref Mesh GetMeshReference(Handle<Mesh> handle)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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ref var mesh = ref _meshes.GetElementReferenceAt(handle.id, handle.generation, out var exist);
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if (!exist)
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{
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throw new ArgumentOutOfRangeException(nameof(handle), $"Mesh {handle} is invalid.");
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}
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return ref mesh;
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}
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public void ReleaseMesh(Handle<Mesh> handle)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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ref var mesh = ref _meshes.GetElementReferenceAt(handle.id, handle.generation, out var exist);
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if (!exist)
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{
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return;
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}
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ReleaseResource(ref mesh);
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_meshes.Remove(handle.id, handle.generation);
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}
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public Handle<Material> AddMaterial(ref readonly Material material)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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var id = _materials.Add(material, out var generation);
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return new Handle<Material>(id, generation);
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}
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public bool HasMaterial(Handle<Material> handle)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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return _materials.Contains(handle.id, handle.generation);
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}
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public ref Material GetMaterialReference(Handle<Material> handle)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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ref var material = ref _materials.GetElementReferenceAt(handle.id, handle.generation, out var exist);
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if (!exist)
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{
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throw new ArgumentOutOfRangeException(nameof(handle), $"Material handle {handle} is invalid.");
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}
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return ref material;
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}
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public void ReleaseMaterial(Handle<Material> handle)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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ref var material = ref _materials.GetElementReferenceAt(handle.id, handle.generation, out var exist);
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if (!exist)
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{
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return;
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}
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ReleaseResource(ref material);
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_materials.Remove(handle.id, handle.generation);
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}
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public Identifier<Shader> AddShader(Shader shader)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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var id = _shaders.Count;
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_shaders.Add(shader);
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return new Identifier<Shader>(id);
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}
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public bool HasShader(Identifier<Shader> id)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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return id.value >= 0 && id.value < _shaders.Count && _shaders[id.value] != null;
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}
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public Shader GetShaderReference(Identifier<Shader> id)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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if (!HasShader(id))
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{
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throw new ArgumentOutOfRangeException(nameof(id), $"Shader id {id} is invalid.");
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}
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var shader = _shaders[id.value]!;
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return shader;
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}
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public void ReleaseShader(Identifier<Shader> id)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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if (!HasShader(id))
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{
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return;
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}
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ref var shader = ref _shaders[id.value]!;
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ReleaseResource(ref shader);
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}
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public void Dispose()
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{
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static void ThrowMemoryLeakException(string resourceType, int count)
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{
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throw new MemoryLeakException($"ResourceAllocator is being disposed with {count} {resourceType} still registered. Ensure all resources are released before disposing.");
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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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if (_resources.Count > 0)
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{
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ThrowMemoryLeakException("GPU resources", _resources.Count);
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}
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if (_meshes.Count > 0)
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{
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ThrowMemoryLeakException("meshes", _meshes.Count);
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}
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if (_materials.Count > 0)
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{
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ThrowMemoryLeakException("materials", _materials.Count);
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}
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// SDL are reference type, it will be managed by GC, so we don't throw exception here.
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for (var i = 0; i < _shaders.Count; i++)
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{
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ref var shader = ref _shaders[i];
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if (shader == null)
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{
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continue;
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}
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ReleaseResource(ref shader);
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}
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// Same for shader pass.
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foreach (var kv in _shaderPasses)
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{
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var pass = kv.Value;
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ReleaseResource(ref pass);
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}
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_resources.Dispose();
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_meshes.Dispose();
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_materials.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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