Migrate rendering from oop to dod

This commit is contained in:
2025-09-16 20:55:20 +09:00
parent 74bb2ccda5
commit 6a504cefc8
20 changed files with 263 additions and 449 deletions

View File

@@ -3,6 +3,7 @@ using Ghost.Graphics.RHI;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
using Misaki.HighPerformance.LowLevel.Helpers;
using Misaki.HighPerformance.Mathematics.Geometry;
using System.Numerics;
using System.Runtime.CompilerServices;
using Win32.Graphics.Direct3D12;
@@ -10,19 +11,85 @@ using Win32.Graphics.Dxgi.Common;
namespace Ghost.Graphics.Data;
/// <summary>
/// The CPU-side mesh data structure.
/// </summary>
public struct MeshData
{
public UnsafeList<Vertex> vertices;
public UnsafeList<int> indices;
public AABB boundingBox;
public MeshHandle handle;
public MeshData()
{
handle = MeshHandle.Invalid;
}
}
/// <summary>
/// The GPU-side mesh handle containing buffer references.
/// </summary>
public struct MeshHandle
{
public BufferHandle vertexBuffer;
public BufferHandle indexBuffer;
public static MeshHandle Invalid => new() { vertexBuffer = BufferHandle.Invalid, indexBuffer = BufferHandle.Invalid };
public readonly bool IsValid => vertexBuffer.IsValid && indexBuffer.IsValid;
}
public struct BatchMeshID : IEquatable<BatchMeshID>
{
public int value;
public static BatchMeshID Null => new() { value = -1 };
public readonly override int GetHashCode()
{
return value.GetHashCode();
}
public readonly override bool Equals(object? obj)
{
return obj is BatchMeshID id && Equals(id);
}
public readonly bool Equals(BatchMeshID other)
{
return value == other.value;
}
public readonly int CompareTo(BatchMeshID other)
{
return value.CompareTo(other.value);
}
public static bool operator ==(BatchMeshID a, BatchMeshID b)
{
return a.Equals(b);
}
public static bool operator !=(BatchMeshID a, BatchMeshID b)
{
return !a.Equals(b);
}
}
public unsafe sealed class Mesh : IDisposable
{
private UnsafeList<Vertex> _vertices;
private UnsafeList<int> _indices;
private Bounds _boundingBox;
private AABB _boundingBox;
private IBuffer? _vertexBuffer;
private IBuffer? _indexBuffer;
public Span<Vertex> Vertices => _vertices.AsSpan();
public Span<int> Indices => _indices.AsSpan();
public Bounds BoundingBox => _boundingBox;
public AABB BoundingBox => _boundingBox;
public uint VertexCount => (uint)_vertices.Count;
public uint IndexCount => (uint)_indices.Count;
@@ -296,62 +363,6 @@ public unsafe sealed class Mesh : IDisposable
CreateBindlessDescriptors();
}
/// <summary>
/// Creates SRVs for vertex and index buffers in the bindless descriptor heap
/// </summary>
private void CreateBindlessDescriptors()
{
if (_vertexBuffer == null || _indexBuffer == null)
{
return;
}
// Allocate new descriptors from the descriptor allocator
_vertexBufferDescriptor = GraphicsPipeline.DescriptorAllocator.AllocateBindless();
_indexBufferDescriptor = GraphicsPipeline.DescriptorAllocator.AllocateBindless();
var device = GraphicsPipeline.GraphicsDevice.NativeDevice.Ptr;
var vertexSrvDesc = new ShaderResourceViewDescription
{
Format = Format.R32Typeless,
ViewDimension = SrvDimension.Buffer,
Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
Anonymous = new()
{
Buffer = new()
{
FirstElement = 0,
NumElements = (uint)(_vertexBuffer.GPUAddress != 0 ? (VertexCount * sizeof(Vertex)) / 4 : 0), // Divide by 4 for R32 format
StructureByteStride = 0,
Flags = BufferSrvFlags.Raw
}
}
};
device->CreateShaderResourceView(_vertexBuffer.NativeResource.Ptr, &vertexSrvDesc, _vertexBufferDescriptor.CpuHandle);
var indexSrvDesc = new ShaderResourceViewDescription
{
Format = Format.R32Typeless,
ViewDimension = SrvDimension.Buffer,
Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
Anonymous = new()
{
Buffer = new()
{
FirstElement = 0,
NumElements = IndexCount,
StructureByteStride = 0,
Flags = BufferSrvFlags.Raw
}
}
};
device->CreateShaderResourceView(_indexBuffer.NativeResource.Ptr, &indexSrvDesc, _indexBufferDescriptor.CpuHandle);
}
internal void MarkNoLongerReadable()
{
_vertices.Dispose();