forked from Misaki/GhostEngine
Refactor shader pipeline and improve modularity
- Added `generatedCodePath` to `FullPassDescriptor` for better shader code organization. - Removed redundant `IID_PPV_ARGS` method and unused `Misaki.HighPerformance.Unsafe` reference. - Refactored `Material` and `MaterialAccessor` to use `CBuffer` and updated buffer size handling. - Renamed command buffer variables in `RenderingContext` for consistency. - Updated `D3D12PipelineLibrary` to cache compiled shader results and added `ShaderPassKey`. - Refactored `D3D12GraphicsEngine` to integrate `_copyCommandBuffer` lifecycle. - Enhanced `D3D12ResourceAllocator` with shader pass creation using constant buffer info. - Simplified `D3D12ShaderCompiler` with `GENERATED_CODE_PATH` support and improved reflection handling. - Introduced `CBufferPropertyInfo` and `CBufferInfo` structs for better encapsulation. - Updated HLSL shaders to use `g_PerMaterialData` and dynamic includes. - Improved error handling in `SDLCompiler` with try-catch blocks and better messages. - Refactored `test.gshader` to use dynamically generated includes. - Fixed typos, improved code readability, and removed unused code.
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@@ -7,66 +7,23 @@ using System.Runtime.InteropServices;
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namespace Ghost.Graphics.Core;
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public readonly struct TextureInfo
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{
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public uint RegisterSlot
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{
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get; init;
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}
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public uint RootParameterIndex
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{
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get; init;
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}
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}
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public readonly struct PropertyInfo
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{
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public uint CBufferIndex
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{
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get; init;
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}
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public uint ByteOffset
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{
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get; init;
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}
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public uint Size
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{
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get; init;
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}
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}
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public readonly struct CBufferInfo
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{
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public uint Size
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{
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get; init;
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}
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public uint RegisterSlot
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{
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get; init;
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}
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}
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public unsafe class ShaderPass : IResourceReleasable
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public class ShaderPass : IResourceReleasable
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{
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private CBufferInfo _cbufferInfo;
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// NOTE: This is for per pass cbuffer only. Global, per view, and per mesh cbuffers are fixed.
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private readonly Dictionary<string, int> _propertyLookup;
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private readonly UnsafeList<PropertyInfo> _properties;
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internal CBufferInfo PassPropertyInfo
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{
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get;
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}
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public CBufferInfo CBuffer => _cbufferInfo;
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public ShaderPass(CBufferInfo info, UnsafeList<PropertyInfo> properties, Dictionary<string, int> propertyNameToIdMap)
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public ShaderPass(CBufferInfo info)
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{
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PassPropertyInfo = info;
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_properties = properties;
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_propertyLookup = propertyNameToIdMap;
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_cbufferInfo = info;
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_propertyLookup = new Dictionary<string, int>(info.Properties.Count);
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for (var i = 0; i < info.Properties.Count; i++)
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{
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_propertyLookup[info.Properties[i].Name] = i;
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}
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}
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public int GetPropertyId(string propertyName)
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@@ -74,19 +31,18 @@ public unsafe class ShaderPass : IResourceReleasable
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return _propertyLookup.TryGetValue(propertyName, out var id) ? id : -1;
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}
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public PropertyInfo GetPropertyInfo(int id)
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public CBufferPropertyInfo GetPropertyInfo(int id)
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{
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return _properties[id];
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return _cbufferInfo.Properties[id];
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}
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public PropertyInfo GetPropertyInfo(string propertyName)
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public CBufferPropertyInfo GetPropertyInfo(string propertyName)
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{
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return _properties[GetPropertyId(propertyName)];
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return _cbufferInfo.Properties[GetPropertyId(propertyName)];
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}
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void IResourceReleasable.ReleaseResource(IResourceDatabase database)
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{
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_properties.Dispose();
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}
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}
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