forked from Misaki/GhostEngine
Refactor GPU resource management and rendering pipeline
- Introduced `Handle<T>` and `Identifier<T>` for lightweight, strongly-typed resource identifiers. - Replaced `BitSet` with `UnsafeBitSet` for improved performance and memory safety. - Refactored `Mesh` and `Material` into `MeshClass` and `MaterialClass` for better GPU resource handling. - Added `D3D12ResourceDatabase` to centralize GPU resource tracking and lifecycle management. - Updated `D3D12ShaderCompiler` to load shaders from disk and dynamically populate constant buffers and textures. - Enhanced `ICommandBuffer` with new upload operations for buffers and textures. - Refactored `Vertex` struct for simplified memory layout and better performance. - Updated `MeshBuilder` and rendering logic to align with new resource and shader structures. - Added `BindlessDescriptor` support to `TextureHandle` and `BufferHandle`. - Removed unused classes and performed general cleanup. - Updated unit tests and demos to reflect the new architecture.
This commit is contained in:
@@ -1,204 +0,0 @@
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using Ghost.Graphics.D3D12;
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using Ghost.Graphics.RHI;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using Win32.Graphics.Direct3D12;
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namespace Ghost.Graphics.Data;
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/// <summary>
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/// Material implementation for bindless rendering with SM 6.6 support
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/// </summary>
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public unsafe class Material : IDisposable
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{
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private readonly CBufferCache[] _cbufferCaches;
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private bool _disposed;
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internal ReadOnlySpan<CBufferCache> CBufferCaches => _cbufferCaches;
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public Shader Shader
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{
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get; set;
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}
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public Material(Shader shader)
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{
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Shader = shader;
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if (shader.ConstantBuffers.Count > 0)
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{
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var maxSlot = shader.ConstantBuffers.Max(cb => cb.RegisterSlot);
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_cbufferCaches = new CBufferCache[maxSlot + 1];
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foreach (var cbufferInfo in shader.ConstantBuffers)
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{
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_cbufferCaches[cbufferInfo.RegisterSlot] = new CBufferCache(cbufferInfo.Size);
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}
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}
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else
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{
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_cbufferCaches = Array.Empty<CBufferCache>();
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}
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}
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/// <summary>
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/// Sets a float property in the material's constant buffer.
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/// </summary>
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/// <param name="propertyId">The ID of the property to set.</param>
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/// <param name="value">The value to set for the property.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetFloat(int propertyId, in float value)
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{
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WriteToCache(propertyId, in value);
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}
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/// <summary>
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/// Sets a float property in the material's constant buffer.
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/// </summary>
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/// <param name="propertyName">The name of the property to set.</param>
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/// <param name="value">The value to set for the property.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetFloat(string propertyName, in float value)
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{
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SetFloat(Shader.GetPropertyId(propertyName), in value);
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}
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/// <summary>
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/// Sets a uint property in the material's constant buffer (useful for texture indices).
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/// </summary>
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/// <param name="propertyId">The ID of the property to set.</param>
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/// <param name="value">The value to set for the property.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetUInt(int propertyId, in uint value)
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{
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WriteToCache(propertyId, in value);
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}
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/// <summary>
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/// Sets a uint property in the material's constant buffer (useful for texture indices).
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/// </summary>
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/// <param name="propertyName">The name of the property to set.</param>
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/// <param name="value">The value to set for the property.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetUInt(string propertyName, in uint value)
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{
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SetUInt(Shader.GetPropertyId(propertyName), in value);
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}
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/// <summary>
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/// Sets a Vector property in the material's constant buffer.
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/// </summary>
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/// <param name="propertyId">The ID of the property to set.</param>
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/// <param name="value">The value to set for the property.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetVector(int propertyId, in Vector4 value)
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{
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WriteToCache(propertyId, in value);
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}
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/// <summary>
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/// Sets a Vector property in the material's constant buffer.
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/// </summary>
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/// <param name="propertyName">The name of the property to set.</param>
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/// <param name="value">The value to set for the property.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetVector(string propertyName, in Vector4 value)
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{
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SetVector(Shader.GetPropertyId(propertyName), in value);
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}
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/// <summary>
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/// Sets a Matrix property in the material's constant buffer.
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/// </summary>
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/// <param name="propertyId">The ID of the property to set.</param>
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/// <param name="value">The value to set for the property.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetMatrix(int propertyId, in Matrix4x4 value)
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{
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WriteToCache(propertyId, in value);
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}
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/// <summary>
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/// Sets a Matrix property in the material's constant buffer.
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/// </summary>
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/// <param name="propertyName">The name of the property to set.</param>
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/// <param name="value">The value to set for the property.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetMatrix(string propertyName, in Matrix4x4 value)
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{
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SetMatrix(Shader.GetPropertyId(propertyName), in value);
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}
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/// <summary>
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/// Sets a texture index for a shader property (for bindless texture access)
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/// </summary>
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/// <param name="propertyName">The name of the shader property (e.g., "_TextureIndex1")</param>
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/// <param name="texture">The bindless texture to reference</param>
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public void SetTexture(string propertyName, Texture2D texture)
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{
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SetUInt(propertyName, texture.DescriptorIndex);
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}
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/// <summary>
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/// Sets the mesh buffer indices for bindless vertex and index buffer access
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/// </summary>
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/// <param name="mesh">The mesh whose buffer indices to set</param>
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/// <param name="vertexBufferIndexProperty">The name of the vertex buffer index property (e.g., "_VertexBufferIndex")</param>
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/// <param name="indexBufferIndexProperty">The name of the index buffer index property (e.g., "_IndexBufferIndex")</param>
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public void SetMeshBuffer(Mesh mesh, string vertexBufferIndexProperty = "_VertexBufferIndex", string indexBufferIndexProperty = "_IndexBufferIndex")
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{
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SetUInt(vertexBufferIndexProperty, mesh.VertexBufferDescriptorIndex);
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SetUInt(indexBufferIndexProperty, mesh.IndexBufferDescriptorIndex);
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}
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private unsafe void WriteToCache<T>(int propertyId, in T value)
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where T : unmanaged
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{
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if (propertyId == -1)
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{
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throw new ArgumentException("Property ID is invalid.");
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}
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var propInfo = Shader.Properties[propertyId];
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if (propInfo.Size != sizeof(T))
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{
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throw new ArgumentException($"Property '{propInfo.Name}' has a size mismatch. Expected {propInfo.Size} bytes, but got {sizeof(T)} bytes.");
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}
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var cache = _cbufferCaches[propInfo.CBufferIndex];
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Unsafe.WriteUnaligned(ref cache.CpuData[(int)propInfo.ByteOffset], value);
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}
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/// <summary>
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/// Uploads the material data to the GPU.
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/// </summary>
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public void UploadMaterialData()
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{
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foreach (var cache in _cbufferCaches)
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{
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cache.UploadToGpu();
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}
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}
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public void Dispose()
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{
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if (_disposed)
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{
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return;
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}
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foreach (var cache in _cbufferCaches)
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{
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cache.Dispose();
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}
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// NOTE: We don't dispose the textures here as they might be shared
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// The user is responsible for disposing BindlessTexture2D instances
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GC.SuppressFinalize(this);
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_disposed = true;
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}
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}
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