forked from Misaki/GhostEngine
Refactoring Rendering backend
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@@ -1,7 +1,6 @@
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using Ghost.Graphics.D3D12;
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using Ghost.Core;
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using Ghost.Graphics.Data;
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using Misaki.HighPerformance.LowLevel.Utilities;
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using System.Drawing;
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using Win32.Graphics.Direct3D12;
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namespace Ghost.Graphics.RHI;
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@@ -15,6 +14,11 @@ public interface ICommandBuffer : IDisposable
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get;
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}
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public bool IsEmpty
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{
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get;
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}
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/// <summary>
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/// Begins recording commands into this command buffer
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/// </summary>
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@@ -25,12 +29,25 @@ public interface ICommandBuffer : IDisposable
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/// </summary>
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public void End();
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/// <summary>
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/// Sets the optional render targets and optional depth target for subsequent rendering operations.
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/// </summary>
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/// <remarks>
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/// To specify no render targets, provide an empty span for <paramref name="renderTargets"/>.
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/// Use <see cref="Handle{Texture}.Invalid"/> for <paramref name="depthTarget"/> if no depth target is required.
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/// </remarks>
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/// <param name="renderTargets">A read-only span of handles to textures that will be used as render targets.
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/// The order of handles determines the order in which render targets are bound.</param>
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/// <param name="depthTarget">A handle to the texture to be used as the depth target. Specify a invalid handle if no depth target is required.</param>
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public void SetRenderTargets(ReadOnlySpan<Handle<Texture>> renderTargets, Handle<Texture> depthTarget);
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/// <summary>
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/// Begins a render pass with the specified render target
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/// </summary>
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/// <param name="renderTarget">Render target to render into</param>
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/// <param name="renderTarget">Render target to render into (can be invalid)</param>
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/// <param name="depthTarget">Depth target to use (can be invalid)</param>
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/// <param name="clearColor">Color to clear the render target with</param>
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public void BeginRenderPass(IRenderTarget renderTarget, Color128 clearColor);
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public void BeginRenderPass(Handle<Texture> renderTarget, Handle<Texture> depthTarget, Color128 clearColor);
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/// <summary>
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/// Ends the current render pass
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@@ -55,26 +72,25 @@ public interface ICommandBuffer : IDisposable
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/// <param name="resource">Resource to transition</param>
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/// <param name="before">Current resource state</param>
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/// <param name="after">Target resource state</param>
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public void ResourceBarrier(IResource resource, ResourceState before, ResourceState after);
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public void ResourceBarrier(Handle<GPUResource> resource, ResourceState before, ResourceState after);
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/// <summary>
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/// Sets the graphics root signature
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/// </summary>
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/// <param name="rootSignature">Root signature to set</param>
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public void SetGraphicsRootSignature(IRootSignature rootSignature);
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public void SetRootSignature(IRootSignature rootSignature);
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/// <summary>
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/// Sets the pipeline state object
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/// </summary>
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/// <param name="pipelineState">Pipeline state to set</param>
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public void SetPipelineState(IPipelineStateController pipelineState);
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public void SetPipelineState(IShaderPipeline pipelineState);
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/// <summary>
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/// Renders the specified mesh using the provided material.
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/// </summary>
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/// <param name="mesh">The mesh to be drawn. Must not be null.</param>
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/// <param name="material">The material to use for rendering the mesh. Must not be null.</param>
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public void DrawMesh(MeshClass mesh, MaterialClass material);
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public void SetVertexBuffer(uint slot, Handle<GraphicsBuffer> buffer, ulong offset = 0);
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public void SetIndexBuffer(Handle<GraphicsBuffer> buffer, IndexType type, ulong offset = 0);
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public void Draw(uint vertexCount, uint instanceCount = 1, uint startVertex = 0, uint startInstance = 0);
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public void DrawIndexed(uint indexCount, uint instanceCount = 1, uint startIndex = 0, int baseVertex = 0, uint startInstance = 0);
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/// <summary>
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/// Dispatches compute threads
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@@ -91,7 +107,7 @@ public interface ICommandBuffer : IDisposable
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/// <param name="buffer">A handle to the buffer that will receive the uploaded data.</param>
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/// <param name="data">A read-only span containing the data to upload to the buffer. The span must contain elements of type
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/// <typeparamref name="T"/>.</param>
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public void Upload<T>(BufferHandle buffer, ReadOnlySpan<T> data)
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public void Upload<T>(Handle<GraphicsBuffer> buffer, ReadOnlySpan<T> data)
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where T : unmanaged;
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/// <summary>
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@@ -102,7 +118,17 @@ public interface ICommandBuffer : IDisposable
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/// <param name="subresources">A reference to the structure containing the subresource data to upload. The data must match the format and layout expected by the texture.</param>
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/// <param name="numSubresources">The number of subresources to upload, starting from <paramref name="firstSubresource"/>.
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/// Must be greater than zero and not exceed the remaining subresources in the texture.</param>
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public void Upload(TextureHandle texture, uint firstSubresource, ref SubResourceData subresources, uint numSubresources);
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public void Upload(Handle<Texture> texture, params ReadOnlySpan<SubResourceData> subresources);
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/// <summary>
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/// Copies a specified number of bytes from the source graphics buffer to the destination graphics buffer.
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/// </summary>
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/// <param name="dest">The handle to the destination graphics buffer where data will be written. Cannot be null.</param>
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/// <param name="src">The handle to the source graphics buffer from which data will be read. Cannot be null.</param>
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/// <param name="destOffset">The byte offset in the destination buffer at which to begin writing. Must be zero or greater.</param>
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/// <param name="srcOffset">The byte offset in the source buffer at which to begin reading. Must be zero or greater.</param>
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/// <param name="numBytes">The number of bytes to copy. If zero, copies the remaining bytes from the source buffer starting at <paramref name="srcOffset"/>.</param>
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public void CopyBuffer(Handle<GraphicsBuffer> dest, Handle<GraphicsBuffer> src, ulong destOffset = 0, ulong srcOffset = 0, ulong numBytes = 0);
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}
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/// <summary>
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@@ -116,16 +142,6 @@ public struct ViewportDesc
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public float height;
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public float minDepth;
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public float maxDepth;
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public ViewportDesc(float width, float height)
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{
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x = 0;
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y = 0;
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this.width = width;
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this.height = height;
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minDepth = 0.0f;
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maxDepth = 1.0f;
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}
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}
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/// <summary>
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@@ -133,18 +149,10 @@ public struct ViewportDesc
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/// </summary>
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public struct RectDesc
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{
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public int Left;
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public int Top;
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public int Right;
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public int Bottom;
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public RectDesc(int left, int top, int right, int bottom)
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{
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Left = left;
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Top = top;
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Right = right;
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Bottom = bottom;
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}
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public uint left;
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public uint top;
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public uint right;
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public uint bottom;
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}
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/// <summary>
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@@ -168,6 +176,27 @@ public enum ResourceState
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Present = 0,
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}
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internal static class ResourceStateExtensions
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{
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public static ResourceStates ToD3D12States(this ResourceState state)
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{
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return state switch
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{
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ResourceState.Common or ResourceState.Present => ResourceStates.Common,
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ResourceState.VertexAndConstantBuffer => ResourceStates.VertexAndConstantBuffer,
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ResourceState.IndexBuffer => ResourceStates.IndexBuffer,
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ResourceState.RenderTarget => ResourceStates.RenderTarget,
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ResourceState.UnorderedAccess => ResourceStates.UnorderedAccess,
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ResourceState.DepthWrite => ResourceStates.DepthWrite,
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ResourceState.DepthRead => ResourceStates.DepthRead,
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ResourceState.PixelShaderResource => ResourceStates.PixelShaderResource,
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ResourceState.CopyDest => ResourceStates.CopyDest,
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ResourceState.CopySource => ResourceStates.CopySource,
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_ => throw new ArgumentException($"Unknown resource state: {state}")
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};
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}
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}
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public struct SubResourceData
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{
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