feat: implement descriptor heap with thread-safe allocation
D3D12 Resources: - Add descriptor_handle struct with CPU/GPU handles - Add descriptor_heap class for descriptor management - Implement allocate() and free() methods - Add mutex for thread-safe access - Support all D3D12 descriptor heap types D3D12 Core: - Add device() function to expose main device - Add release() template function for COM objects Documentation: - Add changelog for descriptor heap implementation - Update D3D12 Wiki with descriptor heap section - Mark descriptor heap task as completed
This commit is contained in:
101
Engine/Graphics/Direct3D12/D3D12Resource.cpp
Normal file
101
Engine/Graphics/Direct3D12/D3D12Resource.cpp
Normal file
@@ -0,0 +1,101 @@
|
||||
#include "D3D12Resources.h"
|
||||
#include "D3D12Core.h"
|
||||
|
||||
namespace XEngine::graphics::d3d12{
|
||||
//////////// DESCRIPTOR HEAP ////////////
|
||||
// 该类将被多个线程并发访问:资源创建(如纹理)与资源销毁/释放可能发生在不同线程,
|
||||
// 因此需要同步机制保护内部数据结构
|
||||
bool
|
||||
descriptor_heap::initialize(u32 capacity, bool is_shader_visible)
|
||||
{
|
||||
std::lock_guard lock(_mutex);
|
||||
// 检查容量有效性:必须大于0且不超过最大限制
|
||||
assert(capacity && capacity <= D3D12_MAX_SHADER_VISIBLE_DESCRIPTOR_HEAP_SIZE_TIER_2);
|
||||
// 对于采样器描述符堆,需要额外检查容量是否超过最大采样器堆大小限制
|
||||
assert(!(_type == D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER &&
|
||||
capacity > D3D12_MAX_SHADER_VISIBLE_SAMPLER_HEAP_SIZE));
|
||||
|
||||
// 对于DSV和RTV他们在描述符堆的内存模型中本身就是GPU不可见的
|
||||
if(_type == D3D12_DESCRIPTOR_HEAP_TYPE_DSV ||
|
||||
_type == D3D12_DESCRIPTOR_HEAP_TYPE_RTV)
|
||||
{
|
||||
is_shader_visible = false;
|
||||
}
|
||||
|
||||
// 应为这个功能将被调用多次,所以需要先释放之前的资源
|
||||
release();
|
||||
|
||||
ID3D12Device *const device {core::device()};
|
||||
assert(device);
|
||||
|
||||
D3D12_DESCRIPTOR_HEAP_DESC desc{};
|
||||
desc.Flags = is_shader_visible
|
||||
? D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE
|
||||
: D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
|
||||
desc.NumDescriptors = capacity;
|
||||
desc.Type = _type;
|
||||
desc.NodeMask = 0;
|
||||
|
||||
HRESULT hr {S_OK};
|
||||
DXCall(hr = device->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&_heap)));
|
||||
if(FAILED(hr)) return false;
|
||||
|
||||
_free_handles = std::move(std::make_unique<u32[]>(capacity));
|
||||
_capacity = capacity;
|
||||
_size = 0;
|
||||
|
||||
for(u32 i = 0; i < capacity; ++i) _free_handles[i] = i;
|
||||
|
||||
_descriptor_size = device->GetDescriptorHandleIncrementSize(_type);
|
||||
_cpu_start = _heap->GetCPUDescriptorHandleForHeapStart();
|
||||
_gpu_start = is_shader_visible
|
||||
? _heap->GetGPUDescriptorHandleForHeapStart()
|
||||
: D3D12_GPU_DESCRIPTOR_HANDLE{0};
|
||||
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
void
|
||||
descriptor_heap::release()
|
||||
{
|
||||
}
|
||||
descriptor_handle
|
||||
descriptor_heap::allocate()
|
||||
{
|
||||
std::lock_guard lock(_mutex);
|
||||
assert(_heap);
|
||||
assert(_size < _capacity);
|
||||
|
||||
const u32 index { _free_handles[_size] };
|
||||
const u32 offset { index * _descriptor_size };
|
||||
++_size;
|
||||
|
||||
descriptor_handle handle{};
|
||||
handle.cpu.ptr = _cpu_start.ptr + offset;
|
||||
if(is_shader_visible())
|
||||
{
|
||||
handle.gpu.ptr = _gpu_start.ptr + offset;
|
||||
}
|
||||
|
||||
DEBUG_OP(handle.container = this);
|
||||
DEBUG_OP(handle.index = index);
|
||||
return handle;
|
||||
}
|
||||
void
|
||||
descriptor_heap::free(descriptor_handle handle)
|
||||
{
|
||||
if(!handle.is_valid()) return;
|
||||
std::lock_guard lock(_mutex);
|
||||
assert(_heap && _size);
|
||||
assert(handle.container == this);
|
||||
assert(handle.cpu.ptr >= _cpu_start.ptr);
|
||||
assert((handle.cpu.ptr - _cpu_start.ptr) % _descriptor_size == 0);
|
||||
assert(handle.index < _capacity);
|
||||
const u32 index{ (u32)(handle.cpu.ptr - _cpu_start.ptr) / _descriptor_size };
|
||||
assert(handle.index == index);
|
||||
|
||||
handle = {};
|
||||
}
|
||||
|
||||
} //XEngine::graphics::d3d12
|
||||
Reference in New Issue
Block a user