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:
2025-11-01 22:30:08 +09:00
parent 9dc4f63e40
commit a8d7cd8828
41 changed files with 974 additions and 491 deletions

View File

@@ -1,9 +1,12 @@
using Ghost.Graphics.D3D12.Utilities;
using Ghost.Core;
using Ghost.Core.Graphics;
using Ghost.Graphics.D3D12.Utilities;
using Misaki.HighPerformance.Utilities;
using System.IO.Hashing;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using TerraFX.Interop.DirectX;
using Ghost.Graphics.Core;
namespace Ghost.Graphics.RHI;
@@ -35,6 +38,8 @@ public readonly struct ShaderPassKey
public readonly struct GraphicsPipelineKey
{
public const int KEY_STRING_LENGTH = 17; // 16 chars + null terminator
public readonly ulong value;
public GraphicsPipelineKey(ulong value)
@@ -42,6 +47,17 @@ public readonly struct GraphicsPipelineKey
this.value = value;
}
public Result GetString(Span<char> destination)
{
if (!value.TryFormat(destination, out _, "X16"))
{
return Result.Fail("Failed to format GraphicsPipelineKey to string.");
}
destination[16] = '\0';
return Result.Success();
}
public override string ToString()
{
return value.ToString("X16");
@@ -55,14 +71,14 @@ public readonly struct GraphicsPipelineKey
internal struct GraphicsPipelineHash
{
[InlineArray(8)]
[InlineArray(D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT)]
public struct rtv_array
{
public TextureFormat rtvFormats;
}
public rtv_array rtvFormats;
public ShaderPassKey id;
public rtv_array rtvFormats;
public uint rtvCount;
public TextureFormat dsvFormat;
// Do we need to store blend state?
@@ -70,12 +86,12 @@ internal struct GraphicsPipelineHash
public readonly GraphicsPipelineKey GetKey()
{
Span<ulong> data = stackalloc ulong[3 + 8];
Span<ulong> data = stackalloc ulong[3 + D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT];
data[0] = id.value;
data[1] = rtvCount;
data[2] = (ulong)dsvFormat;
for (var i = 0; i < 8; i++)
for (var i = 0; i < D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
{
data[3 + i] = (ulong)rtvFormats[i];
}
@@ -85,6 +101,18 @@ internal struct GraphicsPipelineHash
}
}
public ref struct GraphicsPSODescriptor
{
public ShaderPassKey passId;
public ZTestOptions zTest;
public ZWriteOptions zWrite;
public CullOptions cull;
public BlendOptions blend;
public uint colorMask;
public ReadOnlySpan<TextureFormat> rtvFormats;
public TextureFormat dsvFormat;
}
public struct ViewportDesc
@@ -112,6 +140,20 @@ public struct SubResourceData
public nint slicePitch;
}
public struct PassRenderTargetDesc
{
public Handle<Texture> texture;
public Color128 clearColor;
}
public struct PassDepthStencilDesc
{
public Handle<Texture> texture;
public float clearDepth;
public byte clearStencil;
}
[StructLayout(LayoutKind.Explicit)]
public struct ResourceDesc
{
@@ -501,9 +543,6 @@ public struct SwapChainTarget
}
}
/// <summary>
/// Swap chain target types
/// </summary>
public enum SwapChainTargetType
{
WindowHandle,
@@ -627,6 +666,13 @@ public enum IndexType
UInt32
}
public enum PrimitiveTopology
{
Point,
Line,
Triangle,
}
// SDL compiler
internal ref struct CompilerConfig
@@ -671,4 +717,4 @@ internal enum ShaderStage
MeshShader,
PixelShader,
ComputeShader
}
}

View File

@@ -1,6 +1,5 @@
using Ghost.Core;
using Ghost.Graphics.Data;
using TerraFX.Interop.DirectX;
using Ghost.Graphics.Core;
namespace Ghost.Graphics.RHI;
@@ -9,25 +8,52 @@ namespace Ghost.Graphics.RHI;
/// </summary>
public interface ICommandBuffer : IDisposable
{
public CommandBufferType Type
/// <summary>
/// Gets the type of the command buffer.
/// </summary>
CommandBufferType Type
{
get;
}
public bool IsEmpty
/// <summary>
/// Indicates whether the command buffer contains any recorded commands.
/// </summary>
bool IsEmpty
{
get;
}
/// <summary>
/// Gets the name of the command buffer.
/// </summary>
string Name
{
get;
set;
}
/// <summary>
/// Begins recording commands into this command buffer
/// </summary>
public void Begin();
void Begin();
/// <summary>
/// Ends recording commands and prepares for submission
/// </summary>
public void End();
void End();
/// <summary>
/// Sets the viewport for rendering
/// </summary>
/// <param name="viewport">Viewport to set</param>
void SetViewport(ViewportDesc viewport);
/// <summary>
/// Sets the scissor rectangle
/// </summary>
/// <param name="rect">Scissor rectangle to set</param>
void SetScissorRect(RectDesc rect);
/// <summary>
/// Sets the optional render targets and optional depth target for subsequent rendering operations.
@@ -39,32 +65,20 @@ public interface ICommandBuffer : IDisposable
/// <param name="renderTargets">A read-only span of handles to textures that will be used as render targets.
/// The order of handles determines the order in which render targets are bound.</param>
/// <param name="depthTarget">A handle to the texture to be used as the depth target. Specify a invalid handle if no depth target is required.</param>
public void SetRenderTargets(ReadOnlySpan<Handle<Texture>> renderTargets, Handle<Texture> depthTarget);
void SetRenderTargets(ReadOnlySpan<Handle<Texture>> renderTargets, Handle<Texture> depthTarget);
/// <summary>
/// Begins a render pass with the specified render target
/// </summary>
/// <param name="renderTarget">Render target to render into (can be invalid)</param>
/// <param name="depthTarget">Depth target to use (can be invalid)</param>
/// <param name="clearColor">Color to clear the render target with</param>
public void BeginRenderPass(Handle<Texture> renderTarget, Handle<Texture> depthTarget, Color128 clearColor);
/// <param name="rtDescs">Render target descriptions</param>
/// <param name="depthDesc">Depth stencil description</param>
/// <param name="allowUAVWrites">Whether UAV writes are allowed during the render pass</param>
void BeginRenderPass(ReadOnlySpan<PassRenderTargetDesc> rtDescs, PassDepthStencilDesc depthDesc, bool allowUAVWrites = false);
/// <summary>
/// Ends the current render pass
/// </summary>
public void EndRenderPass();
/// <summary>
/// Sets the viewport for rendering
/// </summary>
/// <param name="viewport">Viewport to set</param>
public void SetViewport(ViewportDesc viewport);
/// <summary>
/// Sets the scissor rectangle
/// </summary>
/// <param name="rect">Scissor rectangle to set</param>
public void SetScissorRect(RectDesc rect);
void EndRenderPass();
/// <summary>
/// Inserts a resource barrier for state transitions
@@ -72,25 +86,61 @@ public interface ICommandBuffer : IDisposable
/// <param name="resource">Resource to transition</param>
/// <param name="before">Current resource state</param>
/// <param name="after">Target resource state</param>
public void ResourceBarrier(Handle<GPUResource> resource, ResourceState before, ResourceState after);
/// <summary>
/// Sets the graphics root signature
/// </summary>
/// <param name="rootSignature">Root signature to set</param>
public void SetRootSignature(IRootSignature rootSignature);
void ResourceBarrier(Handle<GPUResource> resource, ResourceState before, ResourceState after);
/// <summary>
/// Sets the pipeline state object
/// </summary>
/// <param name="pipelineState">Pipeline state to set</param>
public void SetPipelineState(IShaderPipeline pipelineState);
/// <param name="pipelineKey">Pipeline state to set</param>
void SetPipelineState(GraphicsPipelineKey pipelineKey);
public void SetVertexBuffer(uint slot, Handle<GraphicsBuffer> buffer, ulong offset = 0);
public void SetIndexBuffer(Handle<GraphicsBuffer> buffer, IndexType type, ulong offset = 0);
/// <summary>
/// Sets the constant buffer view for the specified slot in the graphics pipeline.
/// </summary>
/// <param name="slot">The zero-based index of the slot to bind the constant buffer view to.</param>
/// <param name="buffer">A graphics buffer to use as the constant buffer view.</param>
void SetConstantBufferView(uint slot, Handle<GraphicsBuffer> buffer);
public void Draw(uint vertexCount, uint instanceCount = 1, uint startVertex = 0, uint startInstance = 0);
public void DrawIndexed(uint indexCount, uint instanceCount = 1, uint startIndex = 0, int baseVertex = 0, uint startInstance = 0);
/// <summary>
/// Binds a vertex buffer to the specified slot for subsequent draw calls.
/// </summary>
/// <param name="slot">The vertex buffer slot to bind to.</param>
/// <param name="buffer">The handle to the graphics buffer containing vertex data.</param>
/// <param name="offset">The offset in bytes from the start of the buffer.</param>
void SetVertexBuffer(uint slot, Handle<GraphicsBuffer> buffer, ulong offset = 0);
/// <summary>
/// Binds an index buffer for indexed drawing.
/// </summary>
/// <param name="buffer">The handle to the graphics buffer containing index data.</param>
/// <param name="type">The type of indices (e.g., 16-bit or 32-bit).</param>
/// <param name="offset">The offset in bytes from the start of the buffer.</param>
void SetIndexBuffer(Handle<GraphicsBuffer> buffer, IndexType type, ulong offset = 0);
/// <summary>
/// Sets the primitive topology to be used for subsequent drawing operations.
/// </summary>
/// <param name="topology">The primitive topology that determines how the input vertices are interpreted during rendering.</param>
void SetPrimitiveTopology(PrimitiveTopology topology);
/// <summary>
/// Issues a non-indexed draw call.
/// </summary>
/// <param name="vertexCount">Number of vertices to draw.</param>
/// <param name="instanceCount">Number of instances to draw.</param>
/// <param name="startVertex">Index of the first vertex to draw.</param>
/// <param name="startInstance">Index of the first instance to draw.</param>
void Draw(uint vertexCount, uint instanceCount = 1, uint startVertex = 0, uint startInstance = 0);
/// <summary>
/// Issues an indexed draw call.
/// </summary>
/// <param name="indexCount">Number of indices to draw.</param>
/// <param name="instanceCount">Number of instances to draw.</param>
/// <param name="startIndex">Index of the first index to draw.</param>
/// <param name="baseVertex">Value added to each index before indexing the vertex buffer.</param>
/// <param name="startInstance">Index of the first instance to draw.</param>
void DrawIndexed(uint indexCount, uint instanceCount = 1, uint startIndex = 0, int baseVertex = 0, uint startInstance = 0);
/// <summary>
/// Dispatches compute threads
@@ -98,7 +148,20 @@ public interface ICommandBuffer : IDisposable
/// <param name="threadGroupCountX">Thread groups in X dimension</param>
/// <param name="threadGroupCountY">Thread groups in Y dimension</param>
/// <param name="threadGroupCountZ">Thread groups in Z dimension</param>
public void Dispatch(uint threadGroupCountX, uint threadGroupCountY = 1, uint threadGroupCountZ = 1);
void DispatchCompute(uint threadGroupCountX, uint threadGroupCountY, uint threadGroupCountZ);
/// <summary>
/// Dispatches mesh shader threads
/// </summary>
/// <param name="threadGroupCountX">Thread groups in X dimension</param>
/// <param name="threadGroupCountY">Thread groups in Y dimension</param>
/// <param name="threadGroupCountZ">Thread groups in Z dimension</param>
void DispatchMesh(uint threadGroupCountX, uint threadGroupCountY, uint threadGroupCountZ);
/// <summary>
/// Dispatches ray tracing threads
/// </summary>
void DispatchRay();
/// <summary>
/// Uploads the specified data to the buffer represented by the given handle.
@@ -107,7 +170,7 @@ public interface ICommandBuffer : IDisposable
/// <param name="buffer">A handle to the buffer that will receive the uploaded data.</param>
/// <param name="data">A read-only span containing the data to upload to the buffer. The span must contain elements of type
/// <typeparamref name="T"/>.</param>
public void Upload<T>(Handle<GraphicsBuffer> buffer, ReadOnlySpan<T> data)
void Upload<T>(Handle<GraphicsBuffer> buffer, ReadOnlySpan<T> data)
where T : unmanaged;
/// <summary>
@@ -118,7 +181,7 @@ public interface ICommandBuffer : IDisposable
/// <param name="subresources">A reference to the structure containing the subresource data to upload. The data must match the format and layout expected by the texture.</param>
/// <param name="numSubresources">The number of subresources to upload, starting from <paramref name="firstSubresource"/>.
/// Must be greater than zero and not exceed the remaining subresources in the texture.</param>
public void Upload(Handle<Texture> texture, params ReadOnlySpan<SubResourceData> subresources);
void Upload(Handle<Texture> texture, params ReadOnlySpan<SubResourceData> subresources);
/// <summary>
/// Copies a specified number of bytes from the source graphics buffer to the destination graphics buffer.
@@ -128,26 +191,5 @@ public interface ICommandBuffer : IDisposable
/// <param name="destOffset">The byte offset in the destination buffer at which to begin writing. Must be zero or greater.</param>
/// <param name="srcOffset">The byte offset in the source buffer at which to begin reading. Must be zero or greater.</param>
/// <param name="numBytes">The number of bytes to copy. If zero, copies the remaining bytes from the source buffer starting at <paramref name="srcOffset"/>.</param>
public void CopyBuffer(Handle<GraphicsBuffer> dest, Handle<GraphicsBuffer> src, ulong destOffset = 0, ulong srcOffset = 0, ulong numBytes = 0);
}
internal static class ResourceStateExtensions
{
public static D3D12_RESOURCE_STATES ToD3D12States(this ResourceState state)
{
return state switch
{
ResourceState.Common or ResourceState.Present => D3D12_RESOURCE_STATES.D3D12_RESOURCE_STATE_COMMON,
ResourceState.VertexAndConstantBuffer => D3D12_RESOURCE_STATES.D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER,
ResourceState.IndexBuffer => D3D12_RESOURCE_STATES.D3D12_RESOURCE_STATE_INDEX_BUFFER,
ResourceState.RenderTarget => D3D12_RESOURCE_STATES.D3D12_RESOURCE_STATE_RENDER_TARGET,
ResourceState.UnorderedAccess => D3D12_RESOURCE_STATES.D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
ResourceState.DepthWrite => D3D12_RESOURCE_STATES.D3D12_RESOURCE_STATE_DEPTH_WRITE,
ResourceState.DepthRead => D3D12_RESOURCE_STATES.D3D12_RESOURCE_STATE_DEPTH_READ,
ResourceState.PixelShaderResource => D3D12_RESOURCE_STATES.D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
ResourceState.CopyDest => D3D12_RESOURCE_STATES.D3D12_RESOURCE_STATE_COPY_DEST,
ResourceState.CopySource => D3D12_RESOURCE_STATES.D3D12_RESOURCE_STATE_COPY_SOURCE,
_ => throw new ArgumentException($"Unknown resource state: {state}")
};
}
void CopyBuffer(Handle<GraphicsBuffer> dest, Handle<GraphicsBuffer> src, ulong destOffset = 0, ulong srcOffset = 0, ulong numBytes = 0);
}

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@@ -15,8 +15,11 @@ public interface IShaderPipeline
public interface IPipelineLibrary
{
void CompilePass(IPassDescriptor descriptor);
void CompileShader(ShaderDescriptor descriptor);
void PreCookPipelineState();
/// <summary>
/// Load pipeline library from disk.
/// </summary>
/// <param name="filePath">File path. If null, load default library.</param>
void LoadLibraryFromDisk(string? filePath);
void SaveLibraryToDisk(string filePath);
}
GraphicsPipelineKey CompilePassPSO(IPassDescriptor descriptor, ReadOnlySpan<TextureFormat> rtvs, TextureFormat dsv);
}

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@@ -1,15 +0,0 @@
namespace Ghost.Graphics.RHI;
/// <summary>
/// Root signature interface
/// </summary>
public interface IRootSignature : IDisposable
{
/// <summary>
/// Root signature name for debugging
/// </summary>
string Name
{
get; set;
}
}

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@@ -1,6 +1,6 @@
using Ghost.Core;
using Ghost.Graphics.Data;
using Misaki.HighPerformance.Mathematics;
using Ghost.Graphics.Core;
namespace Ghost.Graphics.RHI;

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@@ -1,7 +1,7 @@
using Ghost.Core;
using Ghost.Core.Graphics;
using Ghost.Graphics.Data;
using Misaki.HighPerformance.LowLevel.Collections;
using Ghost.Graphics.Core;
namespace Ghost.Graphics.RHI;

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@@ -1,5 +1,5 @@
using Ghost.Core;
using Ghost.Graphics.Data;
using Ghost.Graphics.Core;
namespace Ghost.Graphics.RHI;
@@ -150,8 +150,6 @@ public interface IResourceDatabase
/// <param name="id">The identifier of the shader to release. Must refer to a valid, previously created shader.</param>
void ReleaseShader(Identifier<Shader> id);
// TODO: Use xxhash3 to generate passKey from string id.
/// <summary>
/// Adds a shader pass to the collection using the specified identifier.
/// </summary>

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@@ -1,5 +1,5 @@
using Ghost.Core;
using Ghost.Graphics.Data;
using Ghost.Graphics.Core;
namespace Ghost.Graphics.RHI;

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@@ -1,6 +1,4 @@
using TerraFX.Interop.DirectX;
namespace Ghost.Graphics.RHI;
namespace Ghost.Graphics.RHI;
internal static class RHIUtility
{
@@ -122,4 +120,4 @@ internal static class RHIUtility
slicePitch = rowPitch * height;
}
}
}
}