forked from Misaki/GhostEngine
Added new RHI abstraction layer;
Added new console debug page to UnitTest;
This commit is contained in:
147
Ghost.Graphics/RHI/ICommandBuffer.cs
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147
Ghost.Graphics/RHI/ICommandBuffer.cs
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using Ghost.Graphics.Data;
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namespace Ghost.Graphics.RHI;
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/// <summary>
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/// D3D12-style command buffer interface for recording rendering commands
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/// </summary>
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public interface ICommandBuffer : IDisposable
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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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void Begin();
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/// <summary>
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/// Ends recording commands and prepares for submission
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/// </summary>
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void End();
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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="clearColor">Color to clear the render target with</param>
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void BeginRenderPass(IRenderTarget renderTarget, Color128 clearColor);
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/// <summary>
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/// Ends the current render pass
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/// </summary>
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void EndRenderPass();
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/// <summary>
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/// Sets the viewport for rendering
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/// </summary>
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/// <param name="viewport">Viewport to set</param>
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void SetViewport(ViewportDesc viewport);
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/// <summary>
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/// Sets the scissor rectangle
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/// </summary>
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/// <param name="rect">Scissor rectangle to set</param>
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void SetScissorRect(RectDesc rect);
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/// <summary>
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/// Inserts a resource barrier for state transitions
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/// </summary>
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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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void ResourceBarrier(IResource 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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void SetGraphicsRootSignature(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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void SetPipelineState(IPipelineState pipelineState);
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/// <summary>
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/// Sets descriptor heaps for bindless rendering
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/// </summary>
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/// <param name="heaps">Descriptor heaps to set</param>
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void SetDescriptorHeaps(IDescriptorHeap[] heaps);
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/// <summary>
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/// Draws indexed geometry
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/// </summary>
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/// <param name="indexCount">Number of indices to draw</param>
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/// <param name="instanceCount">Number of instances to draw</param>
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/// <param name="startIndex">Starting index location</param>
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/// <param name="baseVertex">Base vertex location</param>
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/// <param name="startInstance">Starting instance location</param>
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void DrawIndexedInstanced(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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/// </summary>
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/// <param name="threadGroupCountX">Thread groups in X dimension</param>
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/// <param name="threadGroupCountY">Thread groups in Y dimension</param>
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/// <param name="threadGroupCountZ">Thread groups in Z dimension</param>
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void Dispatch(uint threadGroupCountX, uint threadGroupCountY = 1, uint threadGroupCountZ = 1);
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}
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/// <summary>
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/// Viewport description
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/// </summary>
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public struct ViewportDesc
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{
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public float X;
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public float Y;
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public float Width;
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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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Width = width;
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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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/// Rectangle description
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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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}
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/// <summary>
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/// D3D12-style resource states
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/// </summary>
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public enum ResourceState
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{
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Common = 0,
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VertexAndConstantBuffer = 0x1,
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IndexBuffer = 0x2,
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RenderTarget = 0x4,
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UnorderedAccess = 0x8,
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DepthWrite = 0x10,
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DepthRead = 0x20,
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PixelShaderResource = 0x80,
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CopyDest = 0x400,
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CopySource = 0x800,
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Present = 0
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}
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