Update rendering architecture and resource management

Added a new `Ref<T>` struct for reference semantics.
Added the `RenderGraph` system for managing rendering passes.
Added the `RenderTexture` class for encapsulating GPU resources.
Added `GraphicsBuffer` class for effective GPU resource management.
Changed `CommandList` methods from public to internal for visibility control.
Changed `IRenderPass` interface from internal to public for accessibility.
Changed `GetData<T>()` in `ComponentObject.cs` to return `CompRef<T>`.
Changed `GetComponent<T>()` in `EntityManager.cs` to return `CompRef<T>`.
Changed `GetSingleton<T>()` in `World.cs` to use `CompRef<T>`.
Changed `IQueryTypeParameter` to use `CompRef<T>` for consistency.
Changed `QueryItem<T0>` and related structs to use `CompRef<T>`.
Changed `Material` class to support bindless textures.
Changed `Shader` class to support bindless rendering.
Changed `Mesh` class to support bindless vertex and index buffer access.
Updated documentation to reflect the new bindless rendering architecture.
This commit is contained in:
2025-08-01 21:34:48 +09:00
parent 1284bb17de
commit eafbfb2fa1
43 changed files with 3845 additions and 2183 deletions

View File

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using Ghost.Graphics.D3D12;
using Win32.Graphics.Direct3D12;
using Win32.Graphics.Dxgi.Common;
namespace Ghost.Graphics.Data;
/// <summary>
/// Defines the type of render texture.
/// </summary>
public enum RenderTextureType
{
/// <summary>
/// Render target view - used for color output.
/// </summary>
ColorTarget,
/// <summary>
/// Depth stencil view - used for depth/stencil testing.
/// </summary>
DepthStencil
}
/// <summary>
/// Render texture class that encapsulates GPU resources for rendering.
/// </summary>
public unsafe class RenderTexture : Texture
{
private readonly RenderTextureType _renderTextureType;
private readonly RenderTargetDescriptor? _rtvDescriptor;
private readonly DepthStencilDescriptor? _dsvDescriptor;
private RenderTexture(uint width, uint height, Format format, RenderTextureType renderTextureType, in TextureHandle handle, BindlessDescriptor bindlessDescriptor, RenderTargetDescriptor? rtvDescriptor, DepthStencilDescriptor? dsvDescriptor)
: base(width, height, format, in handle, bindlessDescriptor)
{
_renderTextureType = renderTextureType;
_rtvDescriptor = rtvDescriptor;
_dsvDescriptor = dsvDescriptor;
}
/// <summary>
/// Gets the type of this render texture.
/// </summary>
public RenderTextureType RenderTextureType => _renderTextureType;
/// <summary>
/// Gets the render target view descriptor. Only valid for color render textures.
/// </summary>
internal RenderTargetDescriptor? RenderTargetView => _rtvDescriptor;
/// <summary>
/// Gets the depth stencil view descriptor. Only valid for depth render textures.
/// </summary>
internal DepthStencilDescriptor? DepthStencilView => _dsvDescriptor;
/// <summary>
/// Creates a color render texture.
/// </summary>
/// <param name="width">Width of the render texture</param>
/// <param name="height">Height of the render texture</param>
/// <param name="format">Color format (e.g., Format.R8G8B8A8Unorm)</param>
/// <returns>A new color render texture</returns>
public static RenderTexture CreateColorTarget(uint width, uint height, Format format = Format.R8G8B8A8Unorm, bool tempResource = false)
{
ValidateColorFormat(format);
var handle = GraphicsPipeline.ResourceAllocator.CreateTexture2D(width, height, 1, format, resFlags: ResourceFlags.AllowRenderTarget | ResourceFlags.AllowUnorderedAccess, tempResource: tempResource);
var resource = handle.ResourceHandle.GetAllocation().Resource;
var bindlessDescriptor = CreateBindlessDescriptorForRenderTexture(resource, format);
var rtvDescriptor = CreateRenderTargetView(resource, format);
return new RenderTexture(width, height, format, RenderTextureType.ColorTarget, in handle, bindlessDescriptor, rtvDescriptor, null);
}
/// <summary>
/// Creates a depth stencil render texture.
/// </summary>
/// <param name="width">Width of the render texture</param>
/// <param name="height">Height of the render texture</param>
/// <param name="format">Depth format (e.g., Format.D24UnormS8Uint, Format.D32Float)</param>
/// <returns>A new depth stencil render texture</returns>
public static RenderTexture CreateDepthStencil(uint width, uint height, Format format = Format.D24UnormS8Uint, bool tempResource = false)
{
ValidateDepthFormat(format);
var handle = GraphicsPipeline.ResourceAllocator.CreateTexture2D(width, height, 1, format, resFlags: ResourceFlags.AllowDepthStencil, tempResource: tempResource);
var resource = handle.ResourceHandle.GetAllocation().Resource;
var bindlessDescriptor = CreateBindlessDescriptorForRenderTexture(resource, GetShaderResourceFormat(format));
var dsvDescriptor = CreateDepthStencilView(resource, format);
return new RenderTexture(width, height, format, RenderTextureType.DepthStencil, in handle, bindlessDescriptor, null, dsvDescriptor);
}
/// <summary>
/// Validates that the format is suitable for color render targets.
/// </summary>
private static void ValidateColorFormat(Format format)
{
switch (format)
{
case Format.R8G8B8A8Unorm:
case Format.R8G8B8A8UnormSrgb:
case Format.B8G8R8A8Unorm:
case Format.B8G8R8A8UnormSrgb:
case Format.R16G16B16A16Float:
case Format.R32G32B32A32Float:
case Format.R16G16Float:
case Format.R32Float:
break;
default:
throw new ArgumentException($"Format {format} is not supported for color render targets.");
}
}
/// <summary>
/// Validates that the format is suitable for depth stencil targets.
/// </summary>
private static void ValidateDepthFormat(Format format)
{
switch (format)
{
case Format.D32Float:
case Format.D24UnormS8Uint:
case Format.D16Unorm:
break;
default:
throw new ArgumentException($"Format {format} is not supported for depth stencil targets.");
}
}
/// <summary>
/// Gets the shader resource format for depth textures (for sampling depth in shaders).
/// </summary>
private static Format GetShaderResourceFormat(Format depthFormat)
{
return depthFormat switch
{
Format.D32Float => Format.R32Float,
Format.D24UnormS8Uint => Format.R24UnormX8Typeless,
Format.D16Unorm => Format.R16Unorm,
_ => throw new ArgumentException($"Cannot determine shader resource format for depth format {depthFormat}")
};
}
/// <summary>
/// Creates a bindless descriptor for render texture shader resource access.
/// </summary>
private static BindlessDescriptor CreateBindlessDescriptorForRenderTexture(ID3D12Resource* resource, Format srvFormat)
{
var device = GraphicsPipeline.GraphicsDevice.NativeDevice.Ptr;
var bindlessDescriptor = GraphicsPipeline.DescriptorAllocator.AllocateBindless();
var srvDesc = new ShaderResourceViewDescription
{
Format = srvFormat,
ViewDimension = SrvDimension.Texture2D,
Texture2D = new Texture2DSrv { MipLevels = 1 },
Shader4ComponentMapping = 0x1688 // D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING
};
device->CreateShaderResourceView(resource, &srvDesc, bindlessDescriptor.CpuHandle);
return bindlessDescriptor;
}
/// <summary>
/// Creates a render target view for color render textures.
/// </summary>
private static RenderTargetDescriptor CreateRenderTargetView(ID3D12Resource* resource, Format format)
{
var device = GraphicsPipeline.GraphicsDevice.NativeDevice.Ptr;
var rtvDescriptor = GraphicsPipeline.DescriptorAllocator.AllocateRTV();
var rtvDesc = new RenderTargetViewDescription
{
Format = format,
ViewDimension = RtvDimension.Texture2D,
Texture2D = new Texture2DRtv { MipSlice = 0 }
};
device->CreateRenderTargetView(resource, &rtvDesc, rtvDescriptor.CpuHandle);
return rtvDescriptor;
}
/// <summary>
/// Creates a depth stencil view for depth render textures.
/// </summary>
private static DepthStencilDescriptor CreateDepthStencilView(ID3D12Resource* resource, Format format)
{
var device = GraphicsPipeline.GraphicsDevice.NativeDevice.Ptr;
var dsvDescriptor = GraphicsPipeline.DescriptorAllocator.AllocateDSV();
var dsvDesc = new DepthStencilViewDescription
{
Format = format,
ViewDimension = DsvDimension.Texture2D,
Texture2D = new Texture2DDsv { MipSlice = 0 }
};
device->CreateDepthStencilView(resource, &dsvDesc, dsvDescriptor.CpuHandle);
return dsvDescriptor;
}
/// <summary>
/// Clears the render texture with the specified color (for color targets only).
/// </summary>
/// <param name="commandList">Command list to record clear commands</param>
/// <param name="clearColor">Color to clear to</param>
public void ClearColor(CommandList commandList, Color128 clearColor)
{
ThrowIfDisposed();
if (_renderTextureType != RenderTextureType.ColorTarget || _rtvDescriptor == null)
{
throw new InvalidOperationException("ClearColor can only be called on color render textures.");
}
commandList.NativeCommandList.Ptr->ClearRenderTargetView(_rtvDescriptor.CpuHandle, (float*)&clearColor, 0, null);
}
/// <summary>
/// Clears the depth stencil render texture.
/// </summary>
/// <param name="commandList">Command list to record clear commands</param>
/// <param name="clearDepth">Depth value to clear to (0.0 to 1.0)</param>
/// <param name="clearStencil">Stencil value to clear to</param>
public void ClearDepthStencil(CommandList commandList, ClearFlags flags, float clearDepth = 1.0f, byte clearStencil = 0)
{
ThrowIfDisposed();
if (_renderTextureType != RenderTextureType.DepthStencil || _dsvDescriptor == null)
{
throw new InvalidOperationException("ClearDepthStencil can only be called on depth stencil render textures.");
}
commandList.NativeCommandList.Ptr->ClearDepthStencilView(_dsvDescriptor.CpuHandle, flags, clearDepth, clearStencil, 0, null);
}
/// <summary>
/// Transitions the render texture to the specified resource state.
/// </summary>
/// <param name="commandList">Command list to record transition</param>
/// <param name="newState">New resource state</param>
internal void TransitionTo(CommandList commandList, ResourceStates newState)
{
ThrowIfDisposed();
commandList.BarrierTransition(this, ResourceStates.Common, newState);
}
/// <summary>
/// Convenience method to transition to render target state (for color targets).
/// </summary>
/// <param name="commandList">Command list to record transition</param>
internal void TransitionToRenderTarget(CommandList commandList)
{
if (_renderTextureType != RenderTextureType.ColorTarget)
{
throw new InvalidOperationException("TransitionToRenderTarget can only be called on color render textures.");
}
TransitionTo(commandList, ResourceStates.RenderTarget);
}
/// <summary>
/// Convenience method to transition to depth write state (for depth targets).
/// </summary>
/// <param name="commandList">Command list to record transition</param>
internal void TransitionToDepthWrite(CommandList commandList)
{
if (_renderTextureType != RenderTextureType.DepthStencil)
{
throw new InvalidOperationException("TransitionToDepthWrite can only be called on depth stencil render textures.");
}
TransitionTo(commandList, ResourceStates.DepthWrite);
}
/// <summary>
/// Convenience method to transition to shader resource state (for reading in shaders).
/// </summary>
/// <param name="commandList">Command list to record transition</param>
public void TransitionToShaderResource(CommandList commandList)
{
TransitionTo(commandList, ResourceStates.PixelShaderResource);
}
/// <summary>
/// Disposes the render texture and releases associated descriptors.
/// </summary>
public override void Dispose()
{
base.Dispose();
if (_rtvDescriptor != null)
{
GraphicsPipeline.DescriptorAllocator.ReleaseRTV(_rtvDescriptor);
}
if (_dsvDescriptor != null)
{
GraphicsPipeline.DescriptorAllocator.ReleaseDSV(_dsvDescriptor);
}
}
}