forked from Misaki/GhostEngine
Refactoring Rendering backend
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84
Ghost.Graphics/RenderPasses/ShaderCode.hlsl
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84
Ghost.Graphics/RenderPasses/ShaderCode.hlsl
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cbuffer ConstantBuffer : register(b0)
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{
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float4 _Color;
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uint _TextureIndex1;
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uint _TextureIndex2;
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uint _TextureIndex3;
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uint _TextureIndex4;
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uint _VertexBufferIndex;
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uint _IndexBufferIndex;
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};
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// SM 6.6 approach - direct access to global descriptor heap
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SamplerState _MainSampler : register(s0);
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struct Vertex
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{
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float4 position;
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float4 normal;
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float4 tangent;
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float4 color;
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float4 uv;
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};
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struct PixelInput
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{
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float4 position : SV_POSITION;
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float4 color : COLOR;
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float4 uv : TEXCOORD0;
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};
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// Bindless vertex shader that fetches vertex data from bindless buffers
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PixelInput VSMain(uint vertexId : SV_VertexID, uint instanceId : SV_InstanceID)
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{
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// Get bindless buffers
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ByteAddressBuffer vertexBuffer = ResourceDescriptorHeap[_VertexBufferIndex];
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ByteAddressBuffer indexBuffer = ResourceDescriptorHeap[_IndexBufferIndex];
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// For fully bindless rendering, we use instanced drawing where:
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// - Each instance represents a triangle (instanceId = triangle index)
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// - vertexId goes from 0 to 2 (the 3 vertices of the triangle)
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// Calculate the index into the index buffer
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uint indexOffset = (instanceId * 3 + vertexId) * 4; // 4 bytes per index (uint32)
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uint vertexIndex = indexBuffer.Load(indexOffset);
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// Calculate the offset into the vertex buffer
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uint vertexOffset = vertexIndex * 80; // 80 bytes per vertex (5 * float4)
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// Load vertex data from bindless vertex buffer
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Vertex vertex;
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vertex.position = asfloat(vertexBuffer.Load4(vertexOffset + 0));
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vertex.normal = asfloat(vertexBuffer.Load4(vertexOffset + 16));
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vertex.tangent = asfloat(vertexBuffer.Load4(vertexOffset + 32));
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vertex.color = asfloat(vertexBuffer.Load4(vertexOffset + 48));
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vertex.uv = asfloat(vertexBuffer.Load4(vertexOffset + 64));
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// Output transformed vertex
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PixelInput output;
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output.position = vertex.position;
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output.color = vertex.color;
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output.uv = vertex.uv;
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return output;
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}
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float4 PSMain(PixelInput input) : SV_TARGET
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{
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// SM 6.6 Modern Bindless Approach:
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// ResourceDescriptorHeap[index] directly accesses any texture in the heap
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Texture2D tex1 = ResourceDescriptorHeap[_TextureIndex1];
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Texture2D tex2 = ResourceDescriptorHeap[_TextureIndex2];
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Texture2D tex3 = ResourceDescriptorHeap[_TextureIndex3];
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Texture2D tex4 = ResourceDescriptorHeap[_TextureIndex4];
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// Sample the textures
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float4 color1 = tex1.Sample(_MainSampler, input.uv.xy);
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float4 color2 = tex2.Sample(_MainSampler, input.uv.xy);
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float4 color3 = tex3.Sample(_MainSampler, input.uv.xy);
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float4 color4 = tex4.Sample(_MainSampler, input.uv.xy);
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// Blend all textures together (simple average)
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float4 blendedColor = (color1 + color2 + color3 + color4) * 0.25f;
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return blendedColor * _Color;
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}
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