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.
This commit is contained in:
@@ -21,7 +21,7 @@ internal struct D3D12PipelineState : IDisposable
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{
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public D3DX12_MESH_SHADER_PIPELINE_STATE_DESC psoDesc;
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public UniquePtr<ID3D12PipelineState> pso;
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public ShaderPassKey shaderPass;
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public Key64<ShaderVariant> shaderVariant;
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public void Dispose()
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{
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@@ -37,7 +37,7 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary
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private UniquePtr<ID3D12PipelineLibrary1> _library;
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private UniquePtr<ID3D12RootSignature> _defaultRootSignature;
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private readonly Dictionary<GraphicsPipelineKey, D3D12PipelineState> _pipelineCache;
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private readonly Dictionary<Key128<GraphicsPipeline>, D3D12PipelineState> _pipelineCache;
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public ID3D12RootSignature* DefaultRootSignature => _defaultRootSignature.Get();
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@@ -46,7 +46,7 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary
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_device = device;
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_resourceDatabase = resourceDatabase;
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_pipelineCache = new Dictionary<GraphicsPipelineKey, D3D12PipelineState>();
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_pipelineCache = new Dictionary<Key128<GraphicsPipeline>, D3D12PipelineState>();
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CreateDefaultRootSignature().ThrowIfFailed();
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}
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@@ -58,6 +58,8 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary
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// NOTE: Since we are targeting SM 6.6, we can use ResourceDescriptorHeap and SamplerDescriptorHeap directly without needing to set up viewGroup tables.
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var rootParameters = stackalloc D3D12_ROOT_PARAMETER1[RootSignatureLayout.ROOT_PARAMETER_COUNT];
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#if false
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rootParameters[0] = new D3D12_ROOT_PARAMETER1
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{
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ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV,
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@@ -85,39 +87,19 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary
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ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
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Descriptor = new D3D12_ROOT_DESCRIPTOR1(RootSignatureLayout.PER_MATERIAL_BUFFER_SLOT, 0), // b3
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};
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#if USE_TRADITIONAL_BINDLESS
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// Descriptor table for bindless textures
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var srvRange = new D3D12_DESCRIPTOR_RANGE1(
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D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
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~0u,
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0,
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0,
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D3D12_DESCRIPTOR_RANGE_FLAGS_DATA_VOLATILE);
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rootParameters[4] = new D3D12_ROOT_PARAMETER1
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#else
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rootParameters[0] = new D3D12_ROOT_PARAMETER1
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{
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ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE,
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ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS,
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ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
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DescriptorTable = new D3D12_ROOT_DESCRIPTOR_TABLE1(1, &srvRange)
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};
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// Descriptor table for bindless samplers
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var sampRange = new D3D12_DESCRIPTOR_RANGE1(
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D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER,
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~0u,
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0,
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0,
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D3D12_DESCRIPTOR_RANGE_FLAGS_DATA_VOLATILE);
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rootParameters[5] = new D3D12_ROOT_PARAMETER1
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{
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ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE,
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ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
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DescriptorTable = new D3D12_ROOT_DESCRIPTOR_TABLE1(1, &sampRange)
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Constants = new D3D12_ROOT_CONSTANTS
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{
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ShaderRegister = 0, // b0
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RegisterSpace = 0, // space0
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Num32BitValues = 4 // Global, View, Object, Material indices
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}
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};
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#endif
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var rootSignatureDesc = new D3D12_ROOT_SIGNATURE_DESC1
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{
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NumParameters = RootSignatureLayout.ROOT_PARAMETER_COUNT,
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@@ -125,10 +107,8 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary
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NumStaticSamplers = 0,
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pStaticSamplers = null,
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Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT
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#if !USE_TRADITIONAL_BINDLESS
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| D3D12_ROOT_SIGNATURE_FLAG_CBV_SRV_UAV_HEAP_DIRECTLY_INDEXED
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| D3D12_ROOT_SIGNATURE_FLAG_SAMPLER_HEAP_DIRECTLY_INDEXED
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#endif
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};
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var versionedDesc = new D3D12_VERSIONED_ROOT_SIGNATURE_DESC
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@@ -195,41 +175,31 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary
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private static Result<CBufferInfo> ValidateReflectionData(ShaderReflectionData reflectionData)
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{
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var cbufferInfo = default(CBufferInfo);
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foreach (var info in reflectionData.ResourcesBindings)
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if (reflectionData.ResourcesBindings.Count != RootSignatureLayout.ROOT_PARAMETER_COUNT)
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{
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if (info.BindPoint >= RootSignatureLayout.ROOT_PARAMETER_COUNT)
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{
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return Result.Failure($"Resource binding point {info.BindPoint} is out of range. Only binding points 0-3 are supported in the current root signature.");
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}
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if (info.Type != ShaderInputType.ConstantBuffer)
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{
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return Result.Failure($"Resource binding type {info.Type} is not supported. Please consider using bindless resources for buffers, textures and samplers.");
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}
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if (info.BindPoint == RootSignatureLayout.PER_OBJECT_BUFFER_SLOT)
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{
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if (info.Size != sizeof(PerObjectData))
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{
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return Result.Failure($"Per-object constant buffer size mismatch. Expected size: {sizeof(PerObjectData)}, Actual size: {info.Size}");
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}
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}
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if (info.BindPoint == RootSignatureLayout.PER_MATERIAL_BUFFER_SLOT)
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{
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cbufferInfo = new CBufferInfo
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{
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Name = info.Name,
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RegisterSlot = info.BindPoint,
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RegisterSpace = info.Space,
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SizeInBytes = info.Size,
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Properties = info.Properties ?? [],
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};
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}
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return Result.Failure($"Shader must use all {RootSignatureLayout.ROOT_PARAMETER_COUNT} constant buffer slots defined in the root signature.");
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}
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var rootConstant = reflectionData.ResourcesBindings[0];
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if (rootConstant.Type != ShaderInputType.ConstantBuffer)
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{
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return Result.Failure($"Root constant parameter must be a constant buffer.");
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}
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if (rootConstant.Size != sizeof(PushConstantsData))
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{
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return Result.Failure($"Root constant buffer size must be {sizeof(PushConstantsData)} bytes.");
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}
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var cbufferInfo = new CBufferInfo
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{
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Name = rootConstant.Name,
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RegisterSlot = rootConstant.BindPoint,
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RegisterSpace = rootConstant.Space,
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SizeInBytes = rootConstant.Size,
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Properties = rootConstant.Properties
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};
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return Result.Success(cbufferInfo);
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}
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@@ -254,7 +224,7 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary
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return D3D12Utility.D3D12_DEPTH_STENCIL_DESC_CREATE(depthEnabled, writeEnabled, cmp);
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}
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public Result<GraphicsPipelineKey> CompilePSO(ref readonly GraphicsPSODescriptor descriptor, ref readonly GraphicsCompiledResult compiled)
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public Result<Key128<GraphicsPipeline>> CompilePSO(ref readonly GraphicsPSODescriptor descriptor, ref readonly GraphicsCompiledResult compiled)
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{
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static Result<CBufferInfo> ValidatePassReflectionData(ref readonly GraphicsCompiledResult compiled)
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{
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@@ -300,9 +270,8 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary
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return Result.Failure($"RTV format count exceeds the maximum supported render target count of {D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT}.");
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}
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var passPipelineKey = new PassPipelineKey(descriptor.RtvFormats, descriptor.DsvFormat);
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var materialPipelineKey = new MaterialPipelineKey(descriptor.PassId, descriptor.PipelineOption);
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var pipelineKey = GraphicsPipelineKey.Combine(materialPipelineKey, passPipelineKey);
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var passPipelineKey = new PassPipelineHash(descriptor.RtvFormats, descriptor.DsvFormat);
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var pipelineKey = RHIUtility.CreateGraphicsPipelineKey(descriptor.VariantKey, descriptor.PipelineOption, passPipelineKey);
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if (!_pipelineCache.ContainsKey(pipelineKey))
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{
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@@ -364,12 +333,11 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary
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ID3D12PipelineState* pPipelineState = default;
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var pKeyStr = stackalloc char[GraphicsPipelineKey.KEY_STRING_LENGTH];
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var keySpan = new Span<char>(pKeyStr, GraphicsPipelineKey.KEY_STRING_LENGTH);
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var kr = pipelineKey.GetString(keySpan);
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if (kr.IsFailure)
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var pKeyStr = stackalloc char[33]; // 32 for 128 bits key + 1 for null terminator
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var keySpan = new Span<char>(pKeyStr, 33);
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if (!pipelineKey.TryGetString(keySpan))
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{
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return kr;
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return Result.Failure("Failed to convert pipeline key to string.");
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}
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var hr = _library.Get()->LoadPipeline(pKeyStr, &streamDesc, __uuidof(pPipelineState), (void**)&pPipelineState);
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@@ -385,7 +353,7 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary
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}
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D3D12PipelineState pso = default;
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pso.shaderPass = descriptor.PassId;
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pso.shaderVariant = descriptor.VariantKey;
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pso.psoDesc = desc;
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pso.pso.Attach(pPipelineState);
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@@ -395,12 +363,12 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary
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return pipelineKey;
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}
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public bool HasPipeline(GraphicsPipelineKey key)
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public bool HasPipeline(Key128<GraphicsPipeline> key)
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{
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return _pipelineCache.ContainsKey(key);
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}
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public Result<SharedPtr<ID3D12PipelineState>, ErrorStatus> GetGraphicsPSO(GraphicsPipelineKey key)
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public Result<SharedPtr<ID3D12PipelineState>, ErrorStatus> GetGraphicsPSO(Key128<GraphicsPipeline> key)
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{
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if (_pipelineCache.TryGetValue(key, out var cacheEntry))
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{
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