forked from Misaki/GhostEngine
Refactoring Rendering backend
This commit is contained in:
146
Ghost.Graphics/Data/RenderingContext.cs
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146
Ghost.Graphics/Data/RenderingContext.cs
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using Ghost.Core;
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using Ghost.Graphics.RHI;
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using Misaki.HighPerformance.LowLevel.Buffer;
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using Misaki.HighPerformance.LowLevel.Collections;
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using Misaki.HighPerformance.LowLevel.Utilities;
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using Win32;
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namespace Ghost.Graphics.Data;
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public unsafe readonly ref struct RenderingContext
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{
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private readonly IRenderDevice _device;
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private readonly ICommandBuffer _cmd;
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private readonly ICommandBuffer _copyCmd;
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private readonly ICommandBuffer _computeCmd;
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private readonly IResourceAllocator _resourceAllocator;
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private readonly IResourceDatabase _resourceDatabase;
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private readonly IPipelineLibrary _stateController;
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internal RenderingContext(
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IRenderDevice device,
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ICommandBuffer cmd,
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ICommandBuffer copyCmd,
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ICommandBuffer computeCmd,
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IResourceAllocator resourceAllocator,
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IResourceDatabase resourceDatabase,
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IPipelineLibrary stateController)
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{
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_device = device;
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_cmd = cmd;
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_copyCmd = copyCmd;
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_computeCmd = computeCmd;
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_resourceAllocator = resourceAllocator;
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_resourceDatabase = resourceDatabase;
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_stateController = stateController;
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}
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public Handle<Mesh> CreateMesh(UnsafeList<Vertex> vertices, UnsafeList<uint> indices)
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{
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var mesh = _resourceAllocator.CreateMesh(vertices, indices);
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return mesh;
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}
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public Handle<Mesh> CreateMesh(ReadOnlySpan<Vertex> vertices, ReadOnlySpan<uint> indices)
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{
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var vertexList = new UnsafeList<Vertex>(vertices.Length, Allocator.Persistent);
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var indexList = new UnsafeList<uint>(indices.Length, Allocator.Persistent);
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vertexList.CopyFrom(vertices);
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indexList.CopyFrom(indices);
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return CreateMesh(vertexList, indexList);
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}
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/// <summary>
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/// Uploads the mesh data to the GPU.
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/// </summary>
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/// <param name="mesh">The handle point to the mesh buffer</param>
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/// <param name="markMeshStatic">Whether to mark the mesh as static. If it's true, the cpu buffer of the mesh will not be avaliable any more</param>
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public void UploadMesh(Handle<Mesh> mesh, bool markMeshStatic)
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{
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ref var meshData = ref _resourceDatabase.GetMeshReference(mesh);
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var vertexState = _resourceDatabase.GetResourceState(meshData.vertexBuffer.AsResource());
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var indexState = _resourceDatabase.GetResourceState(meshData.indexBuffer.AsResource());
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var needVertexTransition = vertexState != ResourceState.CopyDest;
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var needIndexTransition = indexState != ResourceState.CopyDest;
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if (needVertexTransition)
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{
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_copyCmd.ResourceBarrier(meshData.vertexBuffer.AsResource(), vertexState, ResourceState.CopyDest);
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_resourceDatabase.SetResourceState(meshData.vertexBuffer.AsResource(), ResourceState.CopyDest);
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}
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if (needIndexTransition)
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{
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_copyCmd.ResourceBarrier(meshData.indexBuffer.AsResource(), indexState, ResourceState.CopyDest);
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_resourceDatabase.SetResourceState(meshData.indexBuffer.AsResource(), ResourceState.CopyDest);
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}
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_copyCmd.Upload(meshData.vertexBuffer, meshData.vertices.AsSpan());
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_copyCmd.Upload(meshData.indexBuffer, meshData.indices.AsSpan());
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if (needVertexTransition)
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{
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_copyCmd.ResourceBarrier(meshData.vertexBuffer.AsResource(), ResourceState.CopyDest, vertexState);
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_resourceDatabase.SetResourceState(meshData.vertexBuffer.AsResource(), vertexState);
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}
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if (needIndexTransition)
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{
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_resourceDatabase.SetResourceState(meshData.indexBuffer.AsResource(), indexState);
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_copyCmd.ResourceBarrier(meshData.indexBuffer.AsResource(), ResourceState.CopyDest, indexState);
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}
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if (markMeshStatic)
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{
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meshData.ReleaseCpuResources();
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}
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}
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public Handle<Texture> CreateTexture(ref readonly TextureDesc desc, bool tempResource = false)
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{
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return _resourceAllocator.CreateTexture(in desc, tempResource);
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}
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public void UploadTexture(Handle<Texture> texture, ReadOnlySpan<byte> data)
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{
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var desc = _resourceDatabase.GetResourceDescription(texture.AsResource());
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desc.textureDescription.Format.GetSurfaceInfo((int)desc.textureDescription.Width, (int)desc.textureDescription.Height, out var rowPitch, out var slicePitch, out _);
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var subresourceData = new SubResourceData
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{
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pData = data.GetPointer(),
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rowPitch = rowPitch,
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slicePitch = slicePitch
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};
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var sateBefore = _resourceDatabase.GetResourceState(texture.AsResource());
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var needTransition = sateBefore != ResourceState.CopyDest;
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if (needTransition)
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{
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_copyCmd.ResourceBarrier(texture.AsResource(), sateBefore, ResourceState.CopyDest);
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_resourceDatabase.SetResourceState(texture.AsResource(), ResourceState.CopyDest);
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}
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_copyCmd.Upload(texture, subresourceData);
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if (needTransition)
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{
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_copyCmd.ResourceBarrier(texture.AsResource(), ResourceState.CopyDest, sateBefore);
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_resourceDatabase.SetResourceState(texture.AsResource(), sateBefore);
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}
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}
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public void RenderMesh(Handle<Mesh> mesh, Handle<Material> material)
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{
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_cmd.DrawMesh(mesh, material);
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}
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public void ExecuteCopyCommands()
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{
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_device.CopyQueue.Submit(_copyCmd);
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_device.CopyQueue.WaitIdle();
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}
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}
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