Refactor and optimize rendering pipeline

- Added `<IsTrimmable>` property in project files for trimming.
- Replaced bindless texture types with non-bindless equivalents.
- Refactored `ShaderDescriptor` and `ShaderPass` for better modularity.
- Introduced `ShaderDescriptorExtensions` for property size calculations.
- Simplified constant buffer handling in `Material.cs`.
- Improved resource management in `D3D12` components.
- Added support for static meshes and optimized resource barriers.
- Refactored shader code generation and property merging in `SDLCompiler`.
- Removed unused or redundant code (e.g., `IncludesBlock` parser).
- Updated comments, documentation, and error handling for clarity.
This commit is contained in:
2025-11-28 18:58:50 +09:00
parent 0720444c2c
commit bd97d233cb
49 changed files with 842 additions and 1025 deletions

View File

@@ -2,8 +2,6 @@ using Ghost.Core;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
using Misaki.HighPerformance.LowLevel.Utilities;
using Misaki.HighPerformance.Mathematics;
using System.Runtime.CompilerServices;
namespace Ghost.Graphics.Core;
@@ -12,29 +10,38 @@ internal struct CBufferCache : IResourceReleasable
{
private UnsafeArray<byte> _cpuData;
private Handle<GraphicsBuffer> _gpuResource;
private uint _size;
private uint _alignedSize;
public readonly UnsafeArray<byte> CpuData => _cpuData;
public readonly Handle<GraphicsBuffer> GpuResource => _gpuResource;
public readonly uint Size => _size;
public readonly uint AlignedSize => _alignedSize;
public readonly bool IsCreated => _gpuResource.IsValid && _cpuData.IsCreated;
public readonly bool IsCreated => _size != 0 && _gpuResource.IsValid && _cpuData.IsCreated;
public CBufferCache(Handle<GraphicsBuffer> buffer, uint bufferSize)
{
_size = bufferSize;
_alignedSize = (bufferSize + 255u) & ~255u;
_cpuData = new((int)AlignedSize, Allocator.Persistent);
_cpuData = new UnsafeArray<byte>((int)AlignedSize, Allocator.Persistent);
_gpuResource = buffer;
}
public void ReleaseResource(IResourceDatabase database)
{
if (!IsCreated)
{
return;
}
_cpuData.Dispose();
database.ReleaseResource(GpuResource.AsResource());
_gpuResource = Handle<GraphicsBuffer>.Invalid;
_size = 0;
_alignedSize = 0;
}
}
@@ -42,183 +49,96 @@ internal struct CBufferCache : IResourceReleasable
public struct Material : IResourceReleasable, IHandleType
{
private Identifier<Shader> _shader;
private UnsafeArray<CBufferCache> _materialPropertiesCache; // One per shader pass
private CBufferCache _cBufferCache;
internal readonly CBufferCache CBufferCache => _cBufferCache;
public readonly Identifier<Shader> Shader => _shader;
internal ref CBufferCache GetPassCache(int passIndex)
{
return ref _materialPropertiesCache[passIndex];
}
public void SetShader(Identifier<Shader> shaderId, IResourceAllocator allocator, IResourceDatabase database)
public Result SetShader(Identifier<Shader> shaderId, IResourceAllocator allocator, IResourceDatabase database)
{
if (!shaderId.IsValid)
{
throw new ArgumentException("Shader ID is invalid.");
return Result.Failure("Shader ID is invalid.");
}
_cBufferCache.ReleaseResource(database);
_shader = shaderId;
var shader = database.GetShaderReference(shaderId);
_materialPropertiesCache = new UnsafeArray<CBufferCache>(shader.PassCount, Allocator.Persistent);
for (var i = 0; i < shader.PassCount; i++)
if (shader.CBufferSize != 0)
{
var pass = database.GetShaderPass(shader.GetPassKey(i));
var cbufferInfo = pass.CBuffer;
if (cbufferInfo.SizeInBytes == 0)
{
continue;
}
var desc = new BufferDesc
{
Size = cbufferInfo.SizeInBytes,
Size = shader.CBufferSize,
Usage = BufferUsage.Constant,
MemoryType = ResourceMemoryType.Default,
};
var buffer = allocator.CreateBuffer(ref desc);
_materialPropertiesCache[i] = new CBufferCache(buffer, cbufferInfo.SizeInBytes);
}
}
void IResourceReleasable.ReleaseResource(IResourceDatabase database)
{
foreach (var cache in _materialPropertiesCache)
{
cache.ReleaseResource(database);
_cBufferCache = new CBufferCache(buffer, shader.CBufferSize);
}
_materialPropertiesCache.Dispose();
}
}
public ref struct MaterialAccessor
{
private ref Material _materialData;
private readonly Shader _shader;
private readonly IResourceDatabase _resourceDatabase;
public MaterialAccessor(Handle<Material> material, IResourceDatabase resourceDatabase)
{
_resourceDatabase = resourceDatabase;
_materialData = ref resourceDatabase.GetMaterialReference(material);
_shader = resourceDatabase.GetShaderReference(_materialData.Shader);
return Result.Success();
}
private readonly unsafe void WriteToCache<T>(string propertyName, in T value)
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly unsafe Result<T, ResultStatus> GetPropertyCache<T>()
where T : unmanaged
{
foreach (var index in _shader.GetPropertyPassIndices(propertyName))
if (sizeof(T) != _cBufferCache.Size)
{
var passKey = _shader.GetPassKey(index);
var pass = _resourceDatabase.GetShaderPass(passKey);
var propertyInfo = pass.GetPropertyInfo(propertyName);
if (propertyInfo.Size != sizeof(T))
{
throw new ArgumentException($"Property '{propertyName}' has a size mismatch. Expected {propertyInfo.Size} bytes, but got {sizeof(T)} bytes.");
}
ref var cache = ref _materialData.GetPassCache(index);
Unsafe.WriteUnaligned(ref cache.CpuData[propertyInfo.StartOffset], value);
}
}
/// <summary>
/// Sets a float property in the material's constant buffer.
/// </summary>
/// <param name="propertyName">The name of the property to set.</param>
/// <param name="value">The Value to set for the property.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly void SetFloat(string propertyName, in float value)
{
WriteToCache(propertyName, in value);
}
/// <summary>
/// Sets a uint property in the material's constant buffer (useful for texture indices).
/// </summary>
/// <param name="propertyName">The name of the property to set.</param>
/// <param name="value">The Value to set for the property.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly void SetUInt(string propertyName, in uint value)
{
WriteToCache(propertyName, in value);
}
/// <summary>
/// Sets a Vector property in the material's constant buffer.
/// </summary>
/// <param name="propertyName">The name of the property to set.</param>
/// <param name="value">The Value to set for the property.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly void SetVector(string propertyName, in float4 value)
{
WriteToCache(propertyName, in value);
}
/// <summary>
/// Sets a Matrix property in the material's constant buffer.
/// </summary>
/// <param name="propertyName">The name of the property to set.</param>
/// <param name="value">The Value to set for the property.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly void SetMatrix(string propertyName, in float4x4 value)
{
WriteToCache(propertyName, in value);
}
/// <summary>
/// Sets a texture index for a shader property (for bindless texture access)
/// </summary>
/// <param name="propertyName">The name of the shader property (e.g., "_TextureIndex1")</param>
/// <param name="texture">The bindless texture to reference</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly void SetTextureBindless(string propertyName, Handle<Texture> texture)
{
var bindlessIndex = _resourceDatabase.GetBindlessIndex(texture.AsResource());
if (bindlessIndex == -1)
{
throw new ArgumentException("The provided texture does not have a valid bindless index. Ensure the texture is created with bindless support.");
return Result.Create(default(T), ResultStatus.InvalidArgument);
}
SetUInt(propertyName, (uint)bindlessIndex);
return Result.Create(*(T*)_cBufferCache.CpuData.GetUnsafePtr(), ResultStatus.Success);
}
/// <summary>
/// Sets the mesh buffer indices for bindless vertex and index buffer access
/// </summary>
/// <param name="mesh">The mesh whose buffer indices to set</param>
/// <param name="vertexBufferIndexProperty">The name of the vertex buffer index property</param>
/// <param name="indexBufferIndexProperty">The name of the index buffer index property</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly void SetBufferBindless(string propertyName, Handle<GraphicsBuffer> buffer)
public readonly Span<byte> GetRawPropertyCache()
{
var bindlessIndex = _resourceDatabase.GetBindlessIndex(buffer.AsResource());
if (bindlessIndex == -1)
if (_cBufferCache.Size == 0)
{
throw new ArgumentException("The provided buffer does not have a valid bindless index. Ensure the buffer is created with bindless support.");
return Span<byte>.Empty;
}
SetUInt(propertyName, (uint)bindlessIndex);
return _cBufferCache.CpuData.AsSpan(0, (int)_cBufferCache.Size);
}
/// <summary>
/// Uploads all cached material data to the GPU using the specified command buffer.
/// </summary>
/// <param name="cmb">The command buffer used to perform the upload operations to the GPU. Cannot be null.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly void UploadMaterialData(ICommandBuffer cmb)
public readonly unsafe Result<ResultStatus> SetPropertyCache<T>(ref readonly T data)
where T : unmanaged
{
for (var i = 0; i < _shader.PassCount; i++)
if (sizeof(T) != _cBufferCache.Size)
{
ref var cache = ref _materialData.GetPassCache(i);
cmb.UploadBuffer<byte>(cache.GpuResource, cache.CpuData.AsSpan());
return new Result<ResultStatus>(false, ResultStatus.InvalidArgument);
}
Unsafe.WriteUnaligned(_cBufferCache.CpuData.GetUnsafePtr(), data);
return Result.Success(ResultStatus.Success);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly unsafe Result<ResultStatus> SetRawPropertyCache(ReadOnlySpan<byte> data)
{
if (data.Length != _cBufferCache.Size)
{
return new Result<ResultStatus>(false, ResultStatus.InvalidArgument);
}
Unsafe.WriteUnaligned(_cBufferCache.CpuData.GetUnsafePtr(), data);
return Result.Success(ResultStatus.Success);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly void UploadData(ICommandBuffer cmb)
{
cmb.UploadBuffer(_cBufferCache.GpuResource, _cBufferCache.CpuData.AsSpan());
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
void IResourceReleasable.ReleaseResource(IResourceDatabase database)
{
_cBufferCache.ReleaseResource(database);
}
}

View File

@@ -11,6 +11,9 @@ namespace Ghost.Graphics.Core;
public struct Mesh : IResourceReleasable, IHandleType
{
private UnsafeList<Vertex> _vertices;
private UnsafeList<uint> _indices;
internal bool IsMeshDataDirty
{
get; private set;
@@ -21,10 +24,10 @@ public struct Mesh : IResourceReleasable, IHandleType
/// </summary>
public UnsafeList<Vertex> Vertices
{
readonly get => field;
readonly get => _vertices;
set
{
field = value;
_vertices = value;
VertexCount = value.Count;
IsMeshDataDirty = true;
}
@@ -35,10 +38,10 @@ public struct Mesh : IResourceReleasable, IHandleType
/// </summary>
public UnsafeList<uint> Indices
{
readonly get => field;
readonly get => _indices;
set
{
field = value;
_indices = value;
IndexCount = value.Count;
IsMeshDataDirty = true;
}
@@ -100,8 +103,8 @@ public struct Mesh : IResourceReleasable, IHandleType
internal Mesh(ReadOnlySpan<Vertex> vertices, ReadOnlySpan<uint> indices, Handle<GraphicsBuffer> vertexBuffer, Handle<GraphicsBuffer> indexBuffer)
{
Vertices = new(vertices.Length, Allocator.Persistent);
Indices = new(indices.Length, Allocator.Persistent);
Vertices = new UnsafeList<Vertex>(vertices.Length, Allocator.Persistent);
Indices = new UnsafeList<uint>(indices.Length, Allocator.Persistent);
Vertices.CopyFrom(vertices);
Indices.CopyFrom(indices);
VertexBuffer = vertexBuffer;
@@ -112,8 +115,8 @@ public struct Mesh : IResourceReleasable, IHandleType
public readonly void ReleaseCpuResources()
{
Vertices.Dispose();
Indices.Dispose();
_vertices.Dispose();
_indices.Dispose();
}
void IResourceReleasable.ReleaseResource(IResourceDatabase database)

View File

@@ -56,13 +56,32 @@ public unsafe readonly ref struct RenderingContext
queue.WaitIdle();
}
public Handle<Mesh> CreateMesh(UnsafeList<Vertex> vertices, UnsafeList<uint> indices)
public Handle<Mesh> CreateMesh(UnsafeList<Vertex> vertices, UnsafeList<uint> indices, bool staticMesh)
{
var mesh = ResourceAllocator.CreateMesh(vertices, indices);
ref var meshData = ref ResourceDatabase.GetMeshReference(mesh);
var vertexHandle = meshData.VertexBuffer.AsResource();
var indexHandle = meshData.IndexBuffer.AsResource();
_directCmd.ResourceBarrier(vertexHandle, ResourceState.Common, ResourceState.CopyDest);
_directCmd.ResourceBarrier(indexHandle, ResourceState.Common, ResourceState.CopyDest);
_directCmd.UploadBuffer(meshData.VertexBuffer, meshData.Vertices.AsSpan());
_directCmd.UploadBuffer(meshData.IndexBuffer, meshData.Indices.AsSpan());
_directCmd.ResourceBarrier(vertexHandle, ResourceState.CopyDest, ResourceState.VertexAndConstantBuffer);
_directCmd.ResourceBarrier(indexHandle, ResourceState.CopyDest, ResourceState.IndexBuffer);
if (staticMesh)
{
meshData.ReleaseCpuResources();
}
return mesh;
}
public Handle<Mesh> CreateMesh(ReadOnlySpan<Vertex> vertices, ReadOnlySpan<uint> indices)
public Handle<Mesh> CreateMesh(ReadOnlySpan<Vertex> vertices, ReadOnlySpan<uint> indices, bool staticMesh)
{
var vertexList = new UnsafeList<Vertex>(vertices.Length, Allocator.Persistent);
var indexList = new UnsafeList<uint>(indices.Length, Allocator.Persistent);
@@ -70,12 +89,7 @@ public unsafe readonly ref struct RenderingContext
vertexList.CopyFrom(vertices);
indexList.CopyFrom(indices);
return CreateMesh(vertexList, indexList);
}
public MaterialAccessor GetMaterialAccessor(Handle<Material> material)
{
return new MaterialAccessor(material, ResourceDatabase);
return CreateMesh(vertexList, indexList, staticMesh);
}
// TODO: Make one memory pool for upload.
@@ -108,12 +122,12 @@ public unsafe readonly ref struct RenderingContext
if (needVertexTransition)
{
_directCmd.ResourceBarrier(meshData.VertexBuffer.AsResource(), ResourceState.CopyDest, ResourceState.VertexAndConstantBuffer);
_directCmd.ResourceBarrier(meshData.VertexBuffer.AsResource(), ResourceState.CopyDest, vertexState);
}
if (needIndexTransition)
{
_directCmd.ResourceBarrier(meshData.IndexBuffer.AsResource(), ResourceState.CopyDest, ResourceState.IndexBuffer);
_directCmd.ResourceBarrier(meshData.IndexBuffer.AsResource(), ResourceState.CopyDest, indexState);
}
if (markMeshStatic)
@@ -177,7 +191,7 @@ public unsafe readonly ref struct RenderingContext
slicePitch = slicePitch
};
_directCmd.UploadTexture(texture, subresourceData);
_directCmd.UploadTexture(texture, [subresourceData]);
}
if (needTransition)
@@ -194,10 +208,15 @@ public unsafe readonly ref struct RenderingContext
ref var materialRef = ref ResourceDatabase.GetMaterialReference(material);
var shader = ResourceDatabase.GetShaderReference(materialRef.Shader);
shader.TryGetPassKey(passName, out var passIndex, out var passKey);
var keyResult = shader.TryGetPassKey(passName, out var passIndex);
if (keyResult.Status != ResultStatus.Success)
{
throw new Exception(keyResult.ToString());
}
var hash = new GraphicsPipelineHash
{
Id = passKey,
Id = keyResult.Value.Identifier,
RtvCount = 1,
DsvFormat = TextureFormat.Unknown,
};
@@ -209,20 +228,13 @@ public unsafe readonly ref struct RenderingContext
_directCmd.SetConstantBufferView(RootSignatureLayout.PER_OBJECT_BUFFER_SLOT, meshRef.ObjectDataBuffer);
// NOTE: We use fixed root signature layout for bindless rendering.
ref var cache = ref materialRef.GetPassCache(passIndex);
var cache = materialRef.CBufferCache;
if (cache.IsCreated)
{
_directCmd.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: Maybe handle the traditional bindless model?
#if false
var samplerGpuHandle = _descriptorAllocator.GetSamplerHeap()->GetGPUDescriptorHandleForHeapStart();
_commandList.Get()->SetGraphicsRootDescriptorTable(rootParamIndex, samplerGpuHandle);
#endif
//var threadGroupCountX = ((uint)meshRef.IndexCount + numThreadsX - 1) / numThreadsX;
_directCmd.DispatchMesh(1, 1, 1);
var threadGroupCountX = ((uint)meshRef.IndexCount + numThreadsX - 1) / numThreadsX;
_directCmd.DispatchMesh(threadGroupCountX, 1, 1);
}
}

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@@ -3,45 +3,44 @@ using Ghost.Core.Graphics;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
using System.Runtime.InteropServices;
using System.Runtime.CompilerServices;
namespace Ghost.Graphics.Core;
public class ShaderPass : IResourceReleasable
public struct ShaderPass : IResourceReleasable
{
private CBufferInfo _cbufferInfo;
// NOTE: This is for per pass cbuffer only. Global, per view, and per mesh cbuffers are fixed.
private readonly Dictionary<string, int> _propertyLookup;
public CBufferInfo CBuffer => _cbufferInfo;
public ShaderPass(CBufferInfo info)
public ShaderPassKey Identifier
{
_cbufferInfo = info;
var capacity = info.Properties?.Count ?? 0;
_propertyLookup = new Dictionary<string, int>(capacity);
for (var i = 0; i < capacity; i++)
{
_propertyLookup[info.Properties![i].Name] = i;
}
get; init;
}
public int GetPropertyId(string propertyName)
public ZTestOptions ZTest
{
return _propertyLookup.TryGetValue(propertyName, out var id) ? id : -1;
get; set;
}
public CBufferPropertyInfo GetPropertyInfo(int id)
public ZWriteOptions ZWrite
{
return _cbufferInfo.Properties[id];
get; set;
}
public CBufferPropertyInfo GetPropertyInfo(string propertyName)
public CullOptions Cull
{
return _cbufferInfo.Properties[GetPropertyId(propertyName)];
get; set;
}
public BlendOptions Blend
{
get; set;
}
public uint ColorMask
{
get; set;
}
// TODO: Shader variant.
void IResourceReleasable.ReleaseResource(IResourceDatabase database)
{
}
@@ -52,46 +51,43 @@ public class ShaderPass : IResourceReleasable
/// </summary>
public class Shader : IResourceReleasable, IIdentifierType
{
private UnsafeArray<ShaderPassKey> _passIDs;
private readonly uint _cbufferSize;
private UnsafeArray<ShaderPass> _passes;
// TODO: Optmize lookups with a better data structure if needed
private readonly Dictionary<string, int> _passLookup; // pass name to index
private readonly Dictionary<string, List<int>> _propertyLookup; // property name to pass index (property name to list of pass indices that contain the property)
public int PassCount => _passIDs.Count;
public int PassCount => _passes.Count;
public uint CBufferSize => _cbufferSize;
internal Shader(ShaderDescriptor descriptor)
{
_passIDs = new UnsafeArray<ShaderPassKey>(descriptor.passes.Count, Allocator.Persistent);
_passLookup = new(descriptor.passes.Count);
_propertyLookup = new(descriptor.passes.Count);
_cbufferSize = descriptor.cbufferSize;
_passes = new UnsafeArray<ShaderPass>(descriptor.passes.Count, Allocator.Persistent);
_passLookup = new Dictionary<string, int>(descriptor.passes.Count);
for (var i = 0; i < descriptor.passes.Count; i++)
{
var pass = descriptor.passes[i];
// TODO: Handle inherited passes
if (pass is not FullPassDescriptor fullPass)
{
continue;
}
var passKey = new ShaderPassKey(pass.Identifier);
_passIDs[i] = passKey;
_passLookup[pass.Name] = i;
if (pass is FullPassDescriptor fullPass)
_passes[i] = new ShaderPass
{
if (fullPass.properties == null)
{
continue;
}
Identifier = passKey,
ZTest = fullPass.localPipeline.zTest,
ZWrite = fullPass.localPipeline.zWrite,
Cull = fullPass.localPipeline.cull,
Blend = fullPass.localPipeline.blend,
ColorMask = fullPass.localPipeline.colorMask
};
foreach (var property in fullPass.properties)
{
ref var passIndices = ref CollectionsMarshal.GetValueRefOrAddDefault(_propertyLookup, property.name, out var exists);
if (!exists || passIndices == null)
{
passIndices = new List<int>();
}
passIndices.Add(i);
}
}
// TODO: handle inherited passes
_passLookup[pass.Name] = i;
}
}
@@ -100,38 +96,26 @@ public class Shader : IResourceReleasable, IIdentifierType
return _passLookup.GetValueOrDefault(passName, -1);
}
public ShaderPassKey GetPassKey(int index)
public ref ShaderPass GetPassReference(int index)
{
return _passIDs[index];
return ref _passes[index];
}
public bool TryGetPassKey(string passName, out int passIndex, out ShaderPassKey passID)
public RefResult<ShaderPass, ResultStatus> TryGetPassKey(string passName, out int passIndex)
{
var index = _passLookup.GetValueOrDefault(passName, -1);
if (index == -1)
{
passIndex = -1;
passID = new(0);
return false;
return Result.CreateRef(ref Unsafe.NullRef<ShaderPass>(), ResultStatus.NotFound);
}
passIndex = index;
passID = _passIDs[index];
return true;
}
public IReadOnlyCollection<int> GetPropertyPassIndices(string propertyName)
{
if (_propertyLookup.TryGetValue(propertyName, out var passIndices))
{
return passIndices;
}
return Array.Empty<int>();
return Result.CreateRef(ref _passes[index], ResultStatus.Success);
}
void IResourceReleasable.ReleaseResource(IResourceDatabase database)
{
_passIDs.Dispose();
_passes.Dispose();
}
}

View File

@@ -9,7 +9,7 @@ namespace Ghost.Graphics.Core;
[StructLayout(LayoutKind.Sequential)]
public struct Vertex
{
public unsafe static class Semantic
public static class Semantic
{
public const DXGI_FORMAT ALIGNED_FORMAT = DXGI_FORMAT.DXGI_FORMAT_R32G32B32A32_FLOAT;
public const int COUNT = 5;