diff --git a/Ghost.Core/Ghost.Core.csproj b/Ghost.Core/Ghost.Core.csproj
index 098e41e..22d1ac8 100644
--- a/Ghost.Core/Ghost.Core.csproj
+++ b/Ghost.Core/Ghost.Core.csproj
@@ -25,12 +25,5 @@
-
-
-
- ..\..\Class\Misaki.HighPerformance\Misaki.HighPerformance.LowLevel\bin\Release\net9.0\Misaki.HighPerformance.LowLevel.dll
-
-
-
diff --git a/Ghost.Graphics/Core/RenderingContext.cs b/Ghost.Graphics/Core/RenderingContext.cs
index 7183042..aa1ef93 100644
--- a/Ghost.Graphics/Core/RenderingContext.cs
+++ b/Ghost.Graphics/Core/RenderingContext.cs
@@ -134,15 +134,17 @@ public unsafe readonly ref struct RenderingContext
_resourceDatabase.SetResourceState(texture.AsResource(), sateBefore);
}
}
-
+#if false
+ // TODO: Ideally we should queue the draw call to our rendering system, and render it in the full rendering pipeline.
+ // This is just a place holder for now for testing purpose.
+ // TODO: Since we are using mesh shader, we should use dispatch mesh instead of draw calls.
public void RenderMesh(Handle mesh, Handle material, string passName)
{
- //_cmd.DrawMesh(mesh, material);
ref var meshRef = ref _resourceDatabase.GetMeshReference(mesh);
ref var materialRef = ref _resourceDatabase.GetMaterialReference(material);
var shader = _resourceDatabase.GetShaderReference(materialRef.Shader);
- shader.TryGetPassKey(passName, out var passKey);
+ shader.TryGetPassKey(passName, out var passIndex, out var passKey);
var hash = new GraphicsPipelineHash
{
id = passKey,
@@ -160,7 +162,7 @@ public unsafe readonly ref struct RenderingContext
// for (int i = 0; i < 4; i++)
{
- ref var cache = ref materialRef.GetPassCache((int)passKey.value);
+ ref var cache = ref materialRef.GetPassCache(passIndex);
_directCmb.SetConstantBufferView(RootSignatureLayout.PER_MATERIAL_BUFFER_SLOT, cache.GpuResource);
}
@@ -177,6 +179,49 @@ public unsafe readonly ref struct RenderingContext
var triangleCount = (uint)meshRef.indices.Count / 3;
_directCmb.Draw(3, triangleCount, 0, 0);
}
+#endif
+
+ // TODO: Ideally we should queue the draw call to our rendering system, and render it in the full rendering pipeline.
+ // This is just a place holder for now for testing purpose.
+ // TODO: Since we are using mesh shader, we should use dispatch mesh instead of draw calls.
+ public void DispatchMesh(Handle mesh, Handle material, string passName, uint numThreadsX)
+ {
+ ref var meshRef = ref _resourceDatabase.GetMeshReference(mesh);
+ ref var materialRef = ref _resourceDatabase.GetMaterialReference(material);
+ var shader = _resourceDatabase.GetShaderReference(materialRef.Shader);
+
+ shader.TryGetPassKey(passName, out var passIndex, out var passKey);
+ var hash = new GraphicsPipelineHash
+ {
+ id = passKey,
+ rtvCount = 1,
+ dsvFormat = TextureFormat.Unknown,
+ };
+
+ hash.rtvFormats[0] = TextureFormat.B8G8R8A8_UNorm;
+ var pipelineKey = hash.GetKey();
+ _directCmb.SetPipelineState(pipelineKey);
+
+ // FIX: Get valid root signature. In D3D12, we use fixed root signature layout for bindless rendering.
+ // However, our code should not assume that blindly. Each pipeline should have contained root signature info even if there are fixed.
+ // This ensures that future changes to root signature layout can be accommodated.
+
+ // for (int i = 0; i < 4; i++)
+ {
+ ref var cache = ref materialRef.GetPassCache(passIndex);
+ _directCmb.SetConstantBufferView(RootSignatureLayout.PER_MATERIAL_BUFFER_SLOT, cache.GpuResource);
+ }
+
+ // NOTE: Since we are using true bindless resources, we only need to set the descriptor heaps, not individual tables.
+ // TODO: Matbe handle the transitional bindless model?
+#if false
+ var samplerGpuHandle = _descriptorAllocator.GetSamplerHeap()->GetGPUDescriptorHandleForHeapStart();
+ _commandList.Get()->SetGraphicsRootDescriptorTable(rootParamIndex, samplerGpuHandle);
+#endif
+
+ var threadGroupCountX = ((uint)meshRef.indices.Count + numThreadsX - 1) / numThreadsX;
+ _directCmb.DispatchMesh(threadGroupCountX, 1, 1);
+ }
public void ExecuteCopyCommands()
{
diff --git a/Ghost.Graphics/Core/Shader.cs b/Ghost.Graphics/Core/Shader.cs
index f4b937a..d0d59ce 100644
--- a/Ghost.Graphics/Core/Shader.cs
+++ b/Ghost.Graphics/Core/Shader.cs
@@ -96,6 +96,7 @@ public unsafe class ShaderPass : IResourceReleasable
public class Shader : IResourceReleasable, IIdentifierType
{
private UnsafeArray _passIDs;
+ // TODO: Optmize lookups with a better data structure if needed
private readonly Dictionary _passLookup; // pass name to index
private readonly Dictionary> _propertyLookup; // property name to pass index (property name to list of pass indices that contain the property)
@@ -137,20 +138,27 @@ public class Shader : IResourceReleasable, IIdentifierType
}
}
+ public int GetPassIndex(string passName)
+ {
+ return _passLookup.GetValueOrDefault(passName, -1);
+ }
+
public ShaderPassKey GetPassKey(int index)
{
return _passIDs[index];
}
- public bool TryGetPassKey(string passName, out ShaderPassKey passID)
+ public bool TryGetPassKey(string passName, out int passIndex, out ShaderPassKey passID)
{
var index = _passLookup.GetValueOrDefault(passName, -1);
if (index == -1)
{
+ passIndex = -1;
passID = new(0);
return false;
}
+ passIndex = index;
passID = _passIDs[index];
return true;
}
diff --git a/Ghost.Graphics/D3D12/D3D12ResourceDatabase.cs b/Ghost.Graphics/D3D12/D3D12ResourceDatabase.cs
index fe68d68..c180b09 100644
--- a/Ghost.Graphics/D3D12/D3D12ResourceDatabase.cs
+++ b/Ghost.Graphics/D3D12/D3D12ResourceDatabase.cs
@@ -106,7 +106,7 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
private readonly UnsafeSlotMap _meshes;
private readonly UnsafeSlotMap _materials;
private readonly DynamicArray _shaders; // NOTE: We use a simple list since shader is not frequently added/removed. This can save 4 bytes for each ecs component.
- private readonly Dictionary _shaderPasses;
+ private readonly Dictionary _shaderPasses; // NOTE: The reason we use Dictionary here is that ShaderPassKey is a presistence identifier across multiple application sessions.
private bool _disposed;
diff --git a/Ghost.Graphics/Ghost.Graphics.csproj b/Ghost.Graphics/Ghost.Graphics.csproj
index f876b97..05ac91e 100644
--- a/Ghost.Graphics/Ghost.Graphics.csproj
+++ b/Ghost.Graphics/Ghost.Graphics.csproj
@@ -22,8 +22,8 @@
-
-
+
+
diff --git a/Ghost.Graphics/RHI/ICommandBuffer.cs b/Ghost.Graphics/RHI/ICommandBuffer.cs
index 19d04d6..dfa3598 100644
--- a/Ghost.Graphics/RHI/ICommandBuffer.cs
+++ b/Ghost.Graphics/RHI/ICommandBuffer.cs
@@ -161,6 +161,7 @@ public interface ICommandBuffer : IDisposable
///
/// Dispatches ray tracing threads
///
+ // TODO: This method is not supported yet.
void DispatchRay();
///
diff --git a/Ghost.Graphics/RenderPasses/MeshRenderPass.cs b/Ghost.Graphics/RenderPasses/MeshRenderPass.cs
index 3ba5840..781f04d 100644
--- a/Ghost.Graphics/RenderPasses/MeshRenderPass.cs
+++ b/Ghost.Graphics/RenderPasses/MeshRenderPass.cs
@@ -1,10 +1,10 @@
using Ghost.Core;
+using Ghost.Graphics.Core;
using Ghost.Graphics.Contracts;
using Ghost.Graphics.RHI;
using Ghost.Graphics.Utilities;
using Ghost.SDL.Compiler;
using Misaki.HighPerformance.Image;
-using Ghost.Graphics.Core;
namespace Ghost.Graphics.RenderPasses;
@@ -67,7 +67,7 @@ internal unsafe class MeshRenderPass : IRenderPass
public void Execute(ref readonly RenderingContext ctx)
{
- ctx.RenderMesh(_mesh, _material, "Forward");
+ ctx.DispatchMesh(_mesh, _material, "Forward", 8);
}
public void Cleanup(IResourceDatabase resourceDatabase)
diff --git a/Ghost.Shader/Ghost.SDL.csproj b/Ghost.Shader/Ghost.SDL.csproj
index e5e20c1..c86dc31 100644
--- a/Ghost.Shader/Ghost.SDL.csproj
+++ b/Ghost.Shader/Ghost.SDL.csproj
@@ -7,17 +7,7 @@
-
-
-
-
-
-
-
-
-
-
-
+