forked from Misaki/GhostEngine
Refactor pipeline state and render output abstractions
- Replace old pipeline enums/structs with new strongly-typed PipelineState and enums (ZTest, ZWrite, Cull, Blend, ColorWriteMask) - Redesign pipeline keying: introduce 128-bit GraphicsPipelineKey, MaterialPipelineKey, and PassPipelineKey for robust PSO caching - Replace IRenderTargetStrategy with IRenderOutput; add SwapChainRenderOutput and TextureRenderOutput - Update renderer and window code to use new render output abstraction and handle viewport/scissor updates - Make ShaderPass a readonly struct and Shader a struct; use ID-based pass lookup for efficiency - Materials now support per-pass pipeline overrides with new keying - Add defensive checks in D3D12CommandBuffer; update D3D12PipelineLibrary for new keying/state - Move test shader to test.gsdef and update for new pipeline state syntax - Remove obsolete files/interfaces and perform general code cleanups - Update all usages and parsing logic for new pipeline state system
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@@ -100,8 +100,7 @@ internal class D3D12ResourceDatabase : IResourceDatabase
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private UnsafeHashMap<SamplerDesc, Identifier<Sampler>> _samplers;
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private UnsafeSlotMap<Mesh> _meshes;
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private UnsafeSlotMap<Material> _materials;
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private readonly DynamicArray<Shader?> _shaders; // NOTE: We use a simple list since shader is not frequently added/removed. This can save 4 bytes for each ecs component.
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// private UnsafeHashMap<ShaderPassKey, ShaderPass> _shaderPasses; // NOTE: The reason we use Dictionary here is that ShaderPassKey is a presistence identifier across multiple application sessions.
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private readonly DynamicArray<Shader> _shaders; // TODO: Use SlotMap?
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private bool _disposed;
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@@ -116,7 +115,7 @@ internal class D3D12ResourceDatabase : IResourceDatabase
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_samplers = new UnsafeHashMap<SamplerDesc, Identifier<Sampler>>(32, Allocator.Persistent);
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_meshes = new UnsafeSlotMap<Mesh>(64, Allocator.Persistent, AllocationOption.Clear);
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_materials = new UnsafeSlotMap<Material>(16, Allocator.Persistent, AllocationOption.Clear);
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_shaders = new DynamicArray<Shader?>(16);
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_shaders = new DynamicArray<Shader>(16);
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// _shaderPasses = new UnsafeHashMap<ShaderPassKey, ShaderPass>(32, Allocator.Persistent);
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}
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@@ -410,10 +409,10 @@ internal class D3D12ResourceDatabase : IResourceDatabase
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public bool HasShader(Identifier<Shader> id)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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return id.Value >= 0 && id.Value < _shaders.Count && _shaders[id.Value] != null;
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return id.Value >= 0 && id.Value < _shaders.Count;
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}
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public Shader GetShaderReference(Identifier<Shader> id)
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public ref Shader GetShaderReference(Identifier<Shader> id)
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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@@ -422,8 +421,7 @@ internal class D3D12ResourceDatabase : IResourceDatabase
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throw new ArgumentOutOfRangeException(nameof(id), $"Shader id {id} is invalid.");
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}
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var shader = _shaders[id.Value]!;
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return shader;
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return ref _shaders[id.Value];
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}
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public void ReleaseShader(Identifier<Shader> id)
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@@ -470,11 +468,6 @@ internal class D3D12ResourceDatabase : IResourceDatabase
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for (var i = 0; i < _shaders.Count; i++)
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{
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ref var shader = ref _shaders[i];
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if (shader == null)
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{
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continue;
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}
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ReleaseResource(ref shader);
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}
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