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.
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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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