forked from Misaki/GhostEngine
Refactor: variant-aware shader/material pipeline overhaul
Major architectural update to graphics/material/shader system: - Introduced strongly-typed key structs (Key64/Key128) for passes, variants, and pipelines; removed legacy key types. - Implemented robust hashing and key generation utilities for efficient variant and pipeline lookup/caching. - Shader compiler now compiles/caches all keyword variants using new key system; includes handled as lists. - Switched to push constant root signature for per-draw data; updated HLSL and C# codegen accordingly. - Refactored Material, Shader, and Pass data structures for cache efficiency and variant support. - Pipeline library and PSO management now use 128-bit keys and variant-specific caching. - Replaced WorldNode with SceneNode in editor/scene graph; introduced ComponentManager for archetype/query management. - Migrated math utilities to Misaki.HighPerformance.Mathematics; updated editor controls. - Updated all HLSL and codegen for new buffer/push constant layouts and macros. - Misc: project reference cleanup, D3D12 Work Graph support, doc updates, and code modernization.
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@@ -7,33 +7,22 @@ using System.Runtime.CompilerServices;
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namespace Ghost.Graphics.Core;
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#if false
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public struct VariantMask
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{
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private ulong _mask;
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}
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#endif
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internal struct CBufferCache : IResourceReleasable
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{
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private UnsafeArray<byte> _cpuData;
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private Handle<GraphicsBuffer> _gpuResource;
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private uint _size;
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private uint _alignedSize;
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public readonly UnsafeArray<byte> CpuData => _cpuData;
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public readonly Handle<GraphicsBuffer> GpuResource => _gpuResource;
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public readonly uint Size => _size;
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public readonly uint AlignedSize => _alignedSize;
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public readonly bool IsCreated => _size != 0 && _gpuResource.IsValid && _cpuData.IsCreated;
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public CBufferCache(Handle<GraphicsBuffer> buffer, uint bufferSize)
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{
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_size = bufferSize;
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_alignedSize = (bufferSize + 255u) & ~255u;
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_cpuData = new UnsafeArray<byte>((int)AlignedSize, Allocator.Persistent);
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_cpuData = new UnsafeArray<byte>((int)bufferSize, Allocator.Persistent);
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_gpuResource = buffer;
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}
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@@ -50,27 +39,24 @@ internal struct CBufferCache : IResourceReleasable
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_gpuResource = Handle<GraphicsBuffer>.Invalid;
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_size = 0;
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_alignedSize = 0;
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}
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}
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public struct Material : IResourceReleasable, IHandleType
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public struct Material : IResourceReleasable
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{
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private struct PipelineOverride
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{
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public ShaderPassKey shaderPass;
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public Key64<ShaderPass> shaderPass;
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public PipelineState options;
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public MaterialPipelineKey pipelineKey;
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}
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private Identifier<Shader> _shader;
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private CBufferCache _cBufferCache;
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private UnsafeArray<PipelineOverride> _passPipelineOverride;
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private LocalKeywordSet _keywordMask;
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private bool _isDirty;
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internal readonly CBufferCache CBufferCache => _cBufferCache;
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internal CBufferCache _cBufferCache;
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internal LocalKeywordSet _keywordMask;
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public readonly Identifier<Shader> Shader => _shader;
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public readonly bool IsDirty => _isDirty;
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@@ -81,12 +67,6 @@ public struct Material : IResourceReleasable, IHandleType
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_isDirty = true;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal readonly MaterialPipelineKey GetPassPipelineKey(int passIndex)
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{
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return _passPipelineOverride[passIndex].pipelineKey;
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}
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public ErrorStatus SetShader(Identifier<Shader> shaderId, IResourceAllocator allocator, IResourceDatabase database)
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{
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if (!shaderId.IsValid)
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@@ -117,9 +97,8 @@ public struct Material : IResourceReleasable, IHandleType
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ref var pass = ref shader.GetPassReference(i);
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_passPipelineOverride[i] = new PipelineOverride
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{
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shaderPass = pass.Identifier,
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shaderPass = pass.Key,
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options = pass.DeafaultState,
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pipelineKey = new MaterialPipelineKey(pass.Identifier, pass.DeafaultState),
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};
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}
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@@ -128,7 +107,7 @@ public struct Material : IResourceReleasable, IHandleType
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var desc = new BufferDesc
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{
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Size = shader.CBufferSize,
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Usage = BufferUsage.Constant,
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Usage = BufferUsage.Raw | BufferUsage.ShaderResource,
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MemoryType = ResourceMemoryType.Default,
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};
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@@ -202,7 +181,6 @@ public struct Material : IResourceReleasable, IHandleType
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{
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ref var pipelineOverride = ref _passPipelineOverride[passIndex];
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pipelineOverride.options = options;
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pipelineOverride.pipelineKey = new MaterialPipelineKey(pipelineOverride.shaderPass, options);
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SetDirty();
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}
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@@ -223,16 +201,27 @@ public struct Material : IResourceReleasable, IHandleType
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly bool IsKeywordEnabled(int keywordId)
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public readonly bool IsKeywordEnabled(IResourceDatabase resourceDatabase, int keywordId)
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{
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return _keywordMask.IsKeywordEnabled(keywordId);
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ref var shader = ref resourceDatabase.GetShaderReference(_shader);
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var localIndex = shader.GetLocalKeywordIndex(keywordId);
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if (localIndex == -1)
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{
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return false;
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}
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return _keywordMask.IsKeywordEnabled(localIndex);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly void UploadData(ICommandBuffer cmb)
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public readonly void UploadData(ICommandBuffer cmb, bool pixelOnlyResource = true)
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{
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cmb.UploadBuffer(_cBufferCache.GpuResource, _cBufferCache.CpuData.AsSpan());
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cmb.ResourceBarrier(_cBufferCache.GpuResource.AsResource(), ResourceState.VertexAndConstantBuffer);
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var state = pixelOnlyResource
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? ResourceState.PixelShaderResource
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: ResourceState.NonPixelShaderResource | ResourceState.PixelShaderResource;
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cmb.ResourceBarrier(_cBufferCache.GpuResource.AsResource(), state);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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