forked from Misaki/GhostEngine
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:
@@ -2,8 +2,6 @@ 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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@@ -12,29 +10,38 @@ 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 _size;
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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 Size => _size;
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public readonly uint AlignedSize => _alignedSize;
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public readonly bool IsCreated => _gpuResource.IsValid && _cpuData.IsCreated;
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public readonly bool IsCreated => _size != 0 && _gpuResource.IsValid && _cpuData.IsCreated;
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public CBufferCache(Handle<GraphicsBuffer> buffer, uint bufferSize)
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{
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_size = bufferSize;
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_alignedSize = (bufferSize + 255u) & ~255u;
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_cpuData = new((int)AlignedSize, Allocator.Persistent);
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_cpuData = new UnsafeArray<byte>((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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if (!IsCreated)
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{
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return;
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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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_size = 0;
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_alignedSize = 0;
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}
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}
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@@ -42,183 +49,96 @@ internal struct CBufferCache : IResourceReleasable
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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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private CBufferCache _cBufferCache;
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internal readonly CBufferCache CBufferCache => _cBufferCache;
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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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public Result 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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return Result.Failure("Shader ID is invalid.");
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}
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_cBufferCache.ReleaseResource(database);
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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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if (shader.CBufferSize != 0)
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{
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var pass = database.GetShaderPass(shader.GetPassKey(i));
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var cbufferInfo = pass.CBuffer;
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if (cbufferInfo.SizeInBytes == 0)
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{
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continue;
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}
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var desc = new BufferDesc
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{
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Size = cbufferInfo.SizeInBytes,
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Size = shader.CBufferSize,
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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.SizeInBytes);
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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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_cBufferCache = new CBufferCache(buffer, shader.CBufferSize);
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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 readonly 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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return Result.Success();
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}
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private readonly unsafe void WriteToCache<T>(string propertyName, in T value)
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly unsafe Result<T, ResultStatus> GetPropertyCache<T>()
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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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if (sizeof(T) != _cBufferCache.Size)
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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.StartOffset], 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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return Result.Create(default(T), ResultStatus.InvalidArgument);
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}
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SetUInt(propertyName, (uint)bindlessIndex);
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return Result.Create(*(T*)_cBufferCache.CpuData.GetUnsafePtr(), ResultStatus.Success);
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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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public readonly Span<byte> GetRawPropertyCache()
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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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if (_cBufferCache.Size == 0)
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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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return Span<byte>.Empty;
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}
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SetUInt(propertyName, (uint)bindlessIndex);
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return _cBufferCache.CpuData.AsSpan(0, (int)_cBufferCache.Size);
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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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public readonly unsafe Result<ResultStatus> SetPropertyCache<T>(ref readonly T data)
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where T : unmanaged
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{
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for (var i = 0; i < _shader.PassCount; i++)
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if (sizeof(T) != _cBufferCache.Size)
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{
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ref var cache = ref _materialData.GetPassCache(i);
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cmb.UploadBuffer<byte>(cache.GpuResource, cache.CpuData.AsSpan());
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return new Result<ResultStatus>(false, ResultStatus.InvalidArgument);
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}
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Unsafe.WriteUnaligned(_cBufferCache.CpuData.GetUnsafePtr(), data);
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return Result.Success(ResultStatus.Success);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly unsafe Result<ResultStatus> SetRawPropertyCache(ReadOnlySpan<byte> data)
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{
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if (data.Length != _cBufferCache.Size)
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{
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return new Result<ResultStatus>(false, ResultStatus.InvalidArgument);
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}
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Unsafe.WriteUnaligned(_cBufferCache.CpuData.GetUnsafePtr(), data);
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return Result.Success(ResultStatus.Success);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly void UploadData(ICommandBuffer cmb)
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{
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cmb.UploadBuffer(_cBufferCache.GpuResource, _cBufferCache.CpuData.AsSpan());
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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void IResourceReleasable.ReleaseResource(IResourceDatabase database)
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{
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_cBufferCache.ReleaseResource(database);
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}
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}
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