forked from Misaki/GhostEngine
Refactor and enhance rendering pipeline
- Added new C# formatting rules in .editorconfig. - Introduced `IKeyType`, `Key<T>`, and `Ptr<T>` structs. - Updated `Result` and `Result<T>` for implicit conversions. - Added AOT compatibility to project files. - Introduced a `Camera` class and refactored namespaces. - Enhanced rendering with bindless support and pipeline state management. - Refactored `D3D12CommandBuffer` for new rendering features. - Improved `D3D12PipelineLibrary` with disk caching methods. - Added support for UAVs and raw buffers in `D3D12ResourceAllocator`. - Improved shader compilation and reflection in `D3D12ShaderCompiler`. - Refactored descriptor heap and swap chain initialization. - Added enums and structs for rendering configurations. - Expanded `ICommandBuffer` and `IPipelineLibrary` interfaces. - Updated `MeshRenderPass` to align with the new pipeline. - Consolidated namespaces and improved code maintainability.
This commit is contained in:
217
Ghost.Graphics/Core/Material.cs
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217
Ghost.Graphics/Core/Material.cs
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using Ghost.Core;
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using Ghost.Graphics.RHI;
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using Misaki.HighPerformance.LowLevel.Buffer;
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using Misaki.HighPerformance.LowLevel.Collections;
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using Misaki.HighPerformance.LowLevel.Utilities;
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using Misaki.HighPerformance.Mathematics;
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using System.Runtime.CompilerServices;
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namespace Ghost.Graphics.Core;
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internal struct CBufferCache : IResourceReleasable
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{
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private UnsafeArray<byte> _cpuData;
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private Handle<GraphicsBuffer> _gpuResource;
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private uint _alignedSize;
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public readonly UnsafeArray<byte> CpuData => _cpuData;
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public readonly Handle<GraphicsBuffer> GpuResource => _gpuResource;
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public readonly uint AlignedSize => _alignedSize;
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public unsafe CBufferCache(Handle<GraphicsBuffer> buffer, uint bufferSize)
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{
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_alignedSize = (bufferSize + 255u) & ~255u;
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_cpuData = new((int)AlignedSize, Allocator.Persistent);
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_gpuResource = buffer;
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}
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public void ReleaseResource(IResourceDatabase database)
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{
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_cpuData.Dispose();
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database.ReleaseResource(GpuResource.AsResource());
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_gpuResource = Handle<GraphicsBuffer>.Invalid;
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_alignedSize = 0;
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}
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}
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public struct Material : IResourceReleasable, IHandleType
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{
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private Identifier<Shader> _shader;
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private UnsafeArray<CBufferCache> _materialPropertiesCache; // One per shader pass
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public readonly Identifier<Shader> Shader => _shader;
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internal ref CBufferCache GetPassCache(int passIndex)
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{
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return ref _materialPropertiesCache[passIndex];
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}
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public void SetShader(Identifier<Shader> shaderId, IResourceAllocator allocator, IResourceDatabase database)
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{
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if (!shaderId.IsValid)
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{
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throw new ArgumentException("Shader ID is invalid.");
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}
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_shader = shaderId;
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var shader = database.GetShaderReference(shaderId);
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_materialPropertiesCache = new UnsafeArray<CBufferCache>(shader.PassCount, Allocator.Persistent);
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for (var i = 0; i < shader.PassCount; i++)
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{
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var pass = database.GetShaderPass(shader.GetPassKey(i));
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var cbufferInfo = pass.PassPropertyInfo;
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var desc = new BufferDesc
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{
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Size = cbufferInfo.Size,
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Usage = BufferUsage.Constant,
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MemoryType = ResourceMemoryType.Default,
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};
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var buffer = allocator.CreateBuffer(ref desc);
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_materialPropertiesCache[i] = new CBufferCache(buffer, cbufferInfo.Size);
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}
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}
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void IResourceReleasable.ReleaseResource(IResourceDatabase database)
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{
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foreach (var cache in _materialPropertiesCache)
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{
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cache.ReleaseResource(database);
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}
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_materialPropertiesCache.Dispose();
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}
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}
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public ref struct MaterialAccessor
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{
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private ref Material _materialData;
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private Shader _shader;
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private readonly IResourceDatabase _resourceDatabase;
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public MaterialAccessor(Handle<Material> material, IResourceDatabase resourceDatabase)
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{
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_resourceDatabase = resourceDatabase;
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_materialData = ref resourceDatabase.GetMaterialReference(material);
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_shader = resourceDatabase.GetShaderReference(_materialData.Shader);
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}
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private readonly unsafe void WriteToCache<T>(string propertyName, in T value)
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where T : unmanaged
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{
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foreach (var index in _shader.GetPropertyPassIndices(propertyName))
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{
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var passKey = _shader.GetPassKey(index);
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var pass = _resourceDatabase.GetShaderPass(passKey);
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var propertyInfo = pass.GetPropertyInfo(propertyName);
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if (propertyInfo.Size != sizeof(T))
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{
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throw new ArgumentException($"Property '{propertyName}' has a size mismatch. Expected {propertyInfo.Size} bytes, but got {sizeof(T)} bytes.");
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}
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ref var cache = ref _materialData.GetPassCache(index);
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Unsafe.WriteUnaligned(ref cache.CpuData[propertyInfo.ByteOffset], value);
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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="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 readonly void SetFloat(string propertyName, in float value)
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{
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WriteToCache(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="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 readonly void SetUInt(string propertyName, in uint value)
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{
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WriteToCache(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="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 readonly void SetVector(string propertyName, in float4 value)
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{
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WriteToCache(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="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 readonly void SetMatrix(string propertyName, in float4x4 value)
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{
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WriteToCache(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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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly void SetTextureBindless(string propertyName, Handle<Texture> texture)
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{
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var bindlessIndex = _resourceDatabase.GetBindlessIndex(texture.AsResource());
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if (bindlessIndex == -1)
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{
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throw new ArgumentException("The provided texture does not have a valid bindless index. Ensure the texture is created with bindless support.");
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}
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SetUInt(propertyName, (uint)bindlessIndex);
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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</param>
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/// <param name="indexBufferIndexProperty">The name of the index buffer index property</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly void SetBufferBindless(string propertyName, Handle<GraphicsBuffer> buffer)
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{
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var bindlessIndex = _resourceDatabase.GetBindlessIndex(buffer.AsResource());
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if (bindlessIndex == -1)
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{
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throw new ArgumentException("The provided buffer does not have a valid bindless index. Ensure the buffer is created with bindless support.");
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}
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SetUInt(propertyName, (uint)bindlessIndex);
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}
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/// <summary>
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/// Uploads all cached material data to the GPU using the specified command buffer.
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/// </summary>
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/// <param name="cmb">The command buffer used to perform the upload operations to the GPU. Cannot be null.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly void UploadMaterialData(ICommandBuffer cmb)
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{
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for (var i = 0; i < _shader.PassCount; i++)
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{
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ref var cache = ref _materialData.GetPassCache(i);
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cmb.Upload(cache.GpuResource, cache.CpuData.AsSpan());
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}
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}
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}
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