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:
@@ -5,23 +5,33 @@ using Ghost.Graphics.Core;
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using Ghost.Graphics.RHI;
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using Ghost.Graphics.Utilities;
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using Ghost.SDL.Compiler;
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using Misaki.HighPerformance.Image;
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using Misaki.HighPerformance.Mathematics;
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using Misaki.HighPerformance.Utilities;
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using TerraFX.Interop.Windows;
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using System.Runtime.InteropServices;
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namespace Ghost.Graphics.RenderPasses;
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/// <summary>
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/// Simplified bindless mesh render pass using high-level bindless APIs with fully bindless vertex/index buffer access
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/// </summary>
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internal unsafe class MeshRenderPass : IRenderPass
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internal class MeshRenderPass : IRenderPass
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{
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[StructLayout(LayoutKind.Sequential)]
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private struct ShaderProperties_MyShader_Standard
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{
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public float4 color;
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public uint texture1;
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public uint texture2;
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public uint texture3;
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public uint texture4;
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}
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private Handle<Mesh> _mesh;
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private Identifier<Shader> _shader;
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private Handle<Material> _material;
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private Handle<Texture>[]? _textures;
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private GraphicsCompiledResult[]? _compileResults;
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// Texture file paths for this demo
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private readonly string[] _textureFiles = [
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"C:/Users/Misaki/Downloads/Im/Icon.png",
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@@ -34,9 +44,11 @@ internal unsafe class MeshRenderPass : IRenderPass
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{
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var shaderDescriptor = SDLCompiler.CompileShader("F:/csharp/GhostEngine/Ghost.Graphics/test.gshader", "C:/Users/Misaki/Downloads/Archive").GetValueOrThrow();
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foreach (var pass in shaderDescriptor.passes)
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_compileResults = new GraphicsCompiledResult[shaderDescriptor.passes.Count];
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for (var i = 0; i < shaderDescriptor.passes.Count; i++)
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{
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var compileResult = ctx.ShaderCompiler.CompilePass(pass);
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var pass = shaderDescriptor.passes[i];
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var compileResult = ctx.ShaderCompiler.CompilePass(pass, shaderDescriptor.generatedCodePath);
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if (compileResult.IsFailure || pass is not FullPassDescriptor fullPass)
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{
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continue;
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@@ -55,18 +67,30 @@ internal unsafe class MeshRenderPass : IRenderPass
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DsvFormat = TextureFormat.Unknown,
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};
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ctx.PipelineLibrary.CompilePSO(in psoDes, in compileResult.GetValueRef()).GetValueOrThrow();
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_compileResults[i] = compileResult.Value;
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ctx.PipelineLibrary.CompilePSO(in psoDes, in _compileResults[i]).GetValueOrThrow();
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}
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MeshBuilder.CreateCube(0.75f, default, Misaki.HighPerformance.LowLevel.Buffer.Allocator.Persistent, out var vertices, out var indices);
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_mesh = ctx.CreateMesh(vertices, indices);
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_mesh = ctx.CreateMesh(vertices, indices, true);
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ctx.UpdateObjectData(_mesh, float4x4.identity);
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ctx.UploadMesh(_mesh, true);
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_shader = ctx.ResourceAllocator.CreateGraphicsShader(shaderDescriptor);
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_material = ctx.ResourceAllocator.CreateMaterial(_shader);
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ref var matRef = ref ctx.ResourceDatabase.GetMaterialReference(_material);
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var matProps = new ShaderProperties_MyShader_Standard
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{
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color = new float4(1.0f, 1.0f, 1.0f, 1.0f),
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texture1 = 0,
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texture2 = 1,
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texture3 = 2,
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texture4 = 3,
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};
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matRef.SetPropertyCache(in matProps);
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//_textures = new Handle<Texture>[_textureFiles.Length];
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//for (var i = 0; i < _textureFiles.Length; i++)
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//{
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@@ -107,5 +131,13 @@ internal unsafe class MeshRenderPass : IRenderPass
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resourceDatabase.ReleaseResource(texture.AsResource());
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}
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}
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if (_compileResults != null)
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{
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for (var i = 0; i < _compileResults.Length; i++)
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{
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_compileResults[i].Dispose();
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}
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}
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}
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}
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@@ -1,15 +1,7 @@
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#include GENERATED_CODE_PATH
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#include "F:/csharp/GhostEngine/Ghost.Shader/BuiltIn/Properties.hlsl"
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struct Vertex
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{
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float4 position;
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float4 normal;
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float4 tangent;
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float4 color;
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float4 uv;
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};
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#include "F:/csharp/GhostEngine/Ghost.Shader/BuiltIn/Common.hlsl"
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struct PixelInput
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{
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@@ -26,24 +18,8 @@ void MSMain(
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out vertices PixelInput outVerts[3],
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out indices uint3 outTris[1])
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{
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#if 0
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// Fetch bindless buffers
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ByteAddressBuffer vertexBuffer = ResourceDescriptorHeap[g_PerObjectData.vertexBuffer];
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ByteAddressBuffer indexBuffer = ResourceDescriptorHeap[g_PerObjectData.indexBuffer];
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// Compute the triangle’s vertex indices
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uint vertexId = groupThreadID.x;
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uint indexOffset = (groupID.x * 3 + vertexId) * 4; // uint32 index
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uint vertexIndex = indexBuffer.Load(indexOffset);
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// Load vertex attributes
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uint vertexOffset = vertexIndex * 80; // 80 bytes per vertex
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Vertex v;
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v.position = asfloat(vertexBuffer.Load4(vertexOffset + 0));
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v.normal = asfloat(vertexBuffer.Load4(vertexOffset + 16));
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v.tangent = asfloat(vertexBuffer.Load4(vertexOffset + 32));
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v.color = asfloat(vertexBuffer.Load4(vertexOffset + 48));
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v.uv = asfloat(vertexBuffer.Load4(vertexOffset + 64));
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Vertex v = LoadVertexData(vertexId, groupID.x, g_PerObjectData.vertexBuffer, g_PerObjectData.indexBuffer);
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SetMeshOutputCounts(3, 1);
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//v.position = mul(g_PerViewData.cameraMatrix, mul(g_PerObjectData.localToWorld, v.position));
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@@ -58,50 +34,16 @@ void MSMain(
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{
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outTris[0] = uint3(0, 1, 2);
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}
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#else
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// 1. Tell the hardware how much data to expect
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SetMeshOutputCounts(3, 1);
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// 2. Hardcoded Clip Space Positions (X, Y, Z, W)
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// Visible range: X[-1, 1], Y[-1, 1], Z[0, 1]
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// W must be 1.0
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float4 positions[3] =
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{
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float4(0.0f, 0.5f, 0.5f, 1.0f), // Top
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float4(0.5f, -0.5f, 0.5f, 1.0f), // Bottom Right
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float4(-0.5f, -0.5f, 0.5f, 1.0f) // Bottom Left
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};
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float4 colors[3] =
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{
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float4(g_PerObjectData.vertexBuffer, 0.0f, 0.0f, 1.0f), // Red
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float4(0.0f, g_PerObjectData.indexBuffer, 0.0f, 1.0f), // Green
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float4(0.0f, 0.0f, 0.0f, 1.0f) // Blue
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};
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uint gtid = groupThreadID.x;
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// 3. Write Vertex Data (Parallel)
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outVerts[gtid].position = positions[gtid];
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outVerts[gtid].color = colors[gtid];
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// 4. Write Index Data (Only 1st thread needs to do this)
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if (gtid == 0)
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{
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// Clockwise winding (Standard for DX12)
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outTris[0] = uint3(0, 1, 2);
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}
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#endif
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}
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float4 PSMain(PixelInput input) : SV_TARGET
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{
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//float4 color1 = SAMPLE_TEXTURE2D_BINDLESS(g_PerMaterialData.texture1, 0, input.uv.xy);
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//float4 color2 = SAMPLE_TEXTURE2D_BINDLESS(g_PerMaterialData.texture2, 0, input.uv.xy);
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//float4 color3 = SAMPLE_TEXTURE2D_BINDLESS(g_PerMaterialData.texture3, 0, input.uv.xy);
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//float4 color4 = SAMPLE_TEXTURE2D_BINDLESS(g_PerMaterialData.texture4, 0, input.uv.xy);
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//float4 color1 = SAMPLE_TEXTURE2D(g_PerMaterialData.texture1, 0, input.uv.xy);
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//float4 color2 = SAMPLE_TEXTURE2D(g_PerMaterialData.texture2, 0, input.uv.xy);
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//float4 color3 = SAMPLE_TEXTURE2D(g_PerMaterialData.texture3, 0, input.uv.xy);
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//float4 color4 = SAMPLE_TEXTURE2D(g_PerMaterialData.texture4, 0, input.uv.xy);
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//float4 blendedColor = (color1 + color2 + color3 + color4) * 0.25f;
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return g_PerMaterialData.color + input.color;;
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return g_PerMaterialData.color + input.color;
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//return input.color;
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}
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