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.
This commit is contained in:
2025-11-14 19:41:36 +09:00
parent 708b8cd065
commit d91d6f6e57
20 changed files with 325 additions and 321 deletions

View File

@@ -28,7 +28,7 @@ internal unsafe class MeshRenderPass : IRenderPass
public void Initialize(ref readonly RenderingContext ctx)
{
var shaderDescriptor = SDLCompiler.CompileShader("F:\\csharp\\GhostEngine\\Ghost.Graphics\\test.gshader").GetValueOrThrow();
var shaderDescriptor = SDLCompiler.CompileShader("F:/csharp/GhostEngine/Ghost.Graphics/test.gshader", "C:/Users/Misaki/Downloads/Archive").GetValueOrThrow();
var key = ctx.PipelineLibrary.CompilePassPSO(shaderDescriptor.passes[0], [TextureFormat.B8G8R8A8_UNorm], TextureFormat.Unknown);

View File

@@ -1,13 +1,6 @@
cbuffer ConstantBuffer : register(b0)
{
float4 _Color;
uint _TextureIndex1;
uint _TextureIndex2;
uint _TextureIndex3;
uint _TextureIndex4;
uint _VertexBufferIndex;
uint _IndexBufferIndex;
};
#include GENERATED_CODE_PATH
#include "F:/csharp/GhostEngine/Ghost.Shader/BuiltIn/Properties.hlsl"
struct Vertex
{
@@ -34,8 +27,8 @@ void MSMain(
out indices uint3 outTris[1])
{
// Fetch bindless buffers
ByteAddressBuffer vertexBuffer = ResourceDescriptorHeap[_VertexBufferIndex];
ByteAddressBuffer indexBuffer = ResourceDescriptorHeap[_IndexBufferIndex];
ByteAddressBuffer vertexBuffer = ResourceDescriptorHeap[g_PerMaterialData.vertexBufferIndex];
ByteAddressBuffer indexBuffer = ResourceDescriptorHeap[g_PerMaterialData.indexBufferIndex];
// Compute the triangles vertex indices
uint vertexId = groupThreadID.x;
@@ -67,11 +60,11 @@ void MSMain(
float4 PSMain(PixelInput input) : SV_TARGET
{
float4 color1 = SAMPLE_TEXTURE2D_BINDLESS(_TextureIndex1, 0, input.uv.xy);
float4 color2 = SAMPLE_TEXTURE2D_BINDLESS(_TextureIndex2, 0, input.uv.xy);
float4 color3 = SAMPLE_TEXTURE2D_BINDLESS(_TextureIndex3, 0, input.uv.xy);
float4 color4 = SAMPLE_TEXTURE2D_BINDLESS(_TextureIndex4, 0, input.uv.xy);
float4 color1 = SAMPLE_TEXTURE2D_BINDLESS(g_PerMaterialData.texture1, 0, input.uv.xy);
float4 color2 = SAMPLE_TEXTURE2D_BINDLESS(g_PerMaterialData.texture2, 0, input.uv.xy);
float4 color3 = SAMPLE_TEXTURE2D_BINDLESS(g_PerMaterialData.texture3, 0, input.uv.xy);
float4 color4 = SAMPLE_TEXTURE2D_BINDLESS(g_PerMaterialData.texture4, 0, input.uv.xy);
float4 blendedColor = (color1 + color2 + color3 + color4) * 0.25f;
return blendedColor * _Color;
return blendedColor * g_PerMaterialData.color;
}