forked from Misaki/GhostEngine
Refactor descriptor handling and shader compilation
Refactored descriptor allocation and release logic by introducing `IDescriptorAllocator` and replacing `DescriptorHeapAllocator` with `D3D12DescriptorHeap`. Updated descriptor structs to include validation properties and improved memory management with `ReadOnlySpan`. Enhanced shader compilation by introducing `ShaderStage` and `CompilerVersion` enums, enabling more flexible and maintainable shader handling. Refactored `Mesh` to use `IBuffer` for vertex and index buffers, added bindless descriptor support, and improved resource cleanup. Updated `RenderSystem` and other components for better initialization, error handling, and disposal logic. General improvements to code readability and maintainability.
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@@ -1,3 +1,5 @@
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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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@@ -8,17 +10,26 @@ public interface IResource : IDisposable
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/// <summary>
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/// Current resource state
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/// </summary>
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ResourceState CurrentState { get; }
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ResourceState CurrentState
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{
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get;
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}
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/// <summary>
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/// Resource name for debugging
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/// </summary>
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string Name { get; set; }
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string Name
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{
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get; set;
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}
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/// <summary>
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/// Size of the resource in bytes
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/// </summary>
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ulong Size { get; }
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ulong Size
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{
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get;
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}
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}
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/// <summary>
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@@ -29,22 +40,34 @@ public interface ITexture : IResource
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/// <summary>
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/// Width of the texture in pixels
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/// </summary>
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uint Width { get; }
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uint Width
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{
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get;
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}
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/// <summary>
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/// Height of the texture in pixels
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/// </summary>
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uint Height { get; }
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uint Height
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{
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get;
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}
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/// <summary>
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/// Texture format
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/// </summary>
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TextureFormat Format { get; }
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TextureFormat Format
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{
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get;
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}
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/// <summary>
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/// Number of mip levels
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/// </summary>
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uint MipLevels { get; }
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uint MipLevels
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{
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get;
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}
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}
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/// <summary>
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@@ -55,18 +78,26 @@ public interface IBuffer : IResource
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/// <summary>
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/// Buffer usage type
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/// </summary>
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BufferUsage Usage { get; }
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public BufferUsage Usage
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{
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get;
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}
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public BufferHandle Handle
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{
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get;
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}
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/// <summary>
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/// Maps the buffer for CPU access
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/// </summary>
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/// <returns>Pointer to mapped memory</returns>
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unsafe void* Map();
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public unsafe void* Map();
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/// <summary>
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/// Unmaps the buffer from CPU access
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/// </summary>
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void Unmap();
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public void Unmap();
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}
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/// <summary>
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@@ -78,7 +109,10 @@ public interface IRenderTarget : ITexture
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/// <summary>
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/// Type of render target (color or depth)
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/// </summary>
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RenderTargetType Type { get; }
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RenderTargetType Type
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{
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get;
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}
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}
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/// <summary>
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@@ -117,5 +151,15 @@ public enum BufferUsage
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Structured = 1 << 3,
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Raw = 1 << 4,
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Upload = 1 << 5,
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Readback = 1 << 6
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Readback = 1 << 6,
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IndirectArgument = 1 << 7,
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ShaderResource = Vertex | Index | Constant
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}
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[Flags]
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public enum BufferCreationFlags
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{
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None = 0,
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Bindless = 1 << 0
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}
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