Added a new `Ref<T>` struct for reference semantics. Added the `RenderGraph` system for managing rendering passes. Added the `RenderTexture` class for encapsulating GPU resources. Added `GraphicsBuffer` class for effective GPU resource management. Changed `CommandList` methods from public to internal for visibility control. Changed `IRenderPass` interface from internal to public for accessibility. Changed `GetData<T>()` in `ComponentObject.cs` to return `CompRef<T>`. Changed `GetComponent<T>()` in `EntityManager.cs` to return `CompRef<T>`. Changed `GetSingleton<T>()` in `World.cs` to use `CompRef<T>`. Changed `IQueryTypeParameter` to use `CompRef<T>` for consistency. Changed `QueryItem<T0>` and related structs to use `CompRef<T>`. Changed `Material` class to support bindless textures. Changed `Shader` class to support bindless rendering. Changed `Mesh` class to support bindless vertex and index buffer access. Updated documentation to reflect the new bindless rendering architecture.
251 lines
8.1 KiB
C#
251 lines
8.1 KiB
C#
using Ghost.Graphics.Data;
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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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using ResourceHandle = Ghost.Graphics.Data.ResourceHandle;
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namespace Ghost.Graphics.D3D12;
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internal unsafe class ResourceAllocator
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{
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private readonly struct AllocationInfo : IDisposable
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{
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public readonly Allocation allocation;
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public readonly uint cpuFenceValue;
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public readonly uint generation;
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public bool Allocated => allocation.IsNotNull;
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public AllocationInfo(in Allocation allocation, uint cpuFenceValue, uint generation)
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{
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this.allocation = allocation;
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this.cpuFenceValue = cpuFenceValue;
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this.generation = generation;
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}
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public AllocationInfo(in Allocation allocation, uint generation)
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: this(allocation, GraphicsPipeline.CPUFenceValue + 1, generation)
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{
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}
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public void Dispose()
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{
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if (allocation.IsNull)
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{
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return;
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}
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allocation.Release();
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}
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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 Allocator _allocator;
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private UnsafeList<AllocationInfo> _allocations = new(64, Misaki.HighPerformance.LowLevel.Buffer.Allocator.Persistent);
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private UnsafeQueue<int> _freeSlots = new(64, Misaki.HighPerformance.LowLevel.Buffer.Allocator.Persistent);
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private UnsafeQueue<ResourceHandle> _temResources = new(64, Misaki.HighPerformance.LowLevel.Buffer.Allocator.Persistent);
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private readonly Lock _lock = new();
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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 ResourceAllocator()
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{
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var desc = new AllocatorDesc
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{
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pAdapter = (IDXGIAdapter*)GraphicsPipeline.GraphicsDevice.Adapter.Ptr,
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pDevice = (ID3D12Device*)GraphicsPipeline.GraphicsDevice.NativeDevice.Ptr,
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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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}
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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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private ResourceHandle TrackResource(in Allocation allocation, bool isTemp)
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{
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int id;
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uint generation;
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AllocationInfo allocInfo;
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lock (_lock)
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{
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if (_freeSlots.Count > 0)
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{
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id = _freeSlots.Dequeue();
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var info = _allocations[id];
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if (info.Allocated)
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{
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throw new InvalidOperationException($"ERROR: Resource ID {id} registered as free but still allocated.");
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}
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generation = info.generation + 1;
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allocInfo = new AllocationInfo(in allocation, generation);
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_allocations[id] = allocInfo;
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}
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else
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{
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id = _allocations.Count;
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generation = 0u;
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allocInfo = new AllocationInfo(in allocation, generation);
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_allocations.Add(allocInfo);
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}
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var handle = new ResourceHandle(id, generation);
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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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}
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public TextureHandle CreateTexture2D(uint width, uint height, ushort mipLevels, Format format = Format.R8G8B8A8Unorm, ResourceFlags resFlags = ResourceFlags.None, AllocationFlags allocFlags = AllocationFlags.None, ResourceStates state = ResourceStates.Common, bool tempResource = false)
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{
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CheckTexture2DSize(width, height);
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var resourceDesc = ResourceDescription.Tex2D(format, width, height, mipLevels: mipLevels, arraySize: 1, flags: resFlags);
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var allocationDesc = new AllocationDesc
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{
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HeapType = HeapType.Default,
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Flags = allocFlags
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};
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Allocation allocation = default;
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ThrowIfFailed(_allocator.CreateResource(&allocationDesc, in resourceDesc, state, null, &allocation, IID_NULL, null));
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return new(TrackResource(in allocation, tempResource));
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}
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public BufferHandle CreateBuffer(uint sizeInBytes, HeapType heapType = HeapType.Default, ResourceFlags resFlags = ResourceFlags.None, AllocationFlags allocFlags = AllocationFlags.None, ResourceStates initialState = ResourceStates.Common, bool tempResource = false)
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{
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CheckBufferSize(sizeInBytes);
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var resourceDescription = ResourceDescription.Buffer(sizeInBytes, resFlags);
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var allocationDesc = new AllocationDesc
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{
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HeapType = heapType,
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Flags = allocFlags
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};
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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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return new(TrackResource(in allocation, tempResource));
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}
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public BufferHandle CreateUploadBuffer(uint sizeInBytes, bool tempResource = false)
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{
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return CreateBuffer(sizeInBytes, HeapType.Upload, ResourceFlags.None, AllocationFlags.None, ResourceStates.GenericRead, tempResource);
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}
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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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ref var handle = ref _temResources.Peek();
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ref var info = ref _allocations[handle.id];
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if (info.cpuFenceValue > GraphicsPipeline.GPUFenceValue)
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{
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break;
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}
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ReleaseAllocation(in handle);
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_temResources.Dequeue();
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}
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}
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public Allocation GetAllocation(in ResourceHandle handle)
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{
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if (!handle.IsValid)
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{
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throw new InvalidOperationException("Invalid resource handle.");
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}
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lock (_lock)
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{
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ref var allocationInfo = ref _allocations[handle.id];
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if (!allocationInfo.Allocated || allocationInfo.generation != handle.generation)
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{
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throw new InvalidOperationException($"Resource with ID {handle.id} and generation {handle.generation} is not allocated or has been released.");
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}
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return allocationInfo.allocation;
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}
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}
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public void ReleaseAllocation(in 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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lock (_lock)
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{
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ref var allocationInfo = ref _allocations[handle.id];
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if (!allocationInfo.Allocated || allocationInfo.generation != handle.generation)
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{
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return;
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}
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allocationInfo.Dispose();
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_freeSlots.Enqueue(handle.id);
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}
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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 (_allocations.Count > 0)
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{
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throw new InvalidOperationException($"ResourceAllocator is being disposed with {_allocations.Count} allocations still registered. Ensure all resources are released before disposing.");
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}
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#endif
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for (var i = 0; i < _allocations.Count; i++)
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{
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_allocations[i].Dispose();
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}
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_allocations.Dispose();
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_temResources.Dispose();
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_allocator.Release();
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}
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} |