Refactor graphics engine dependencies and structure

Removed references to `Misaki.HighPerformance.Unsafe` and replaced them with `Misaki.HighPerformance.LowLevel` in multiple files.
Removed calls to `AllocationManager.Initialize()` and `AllocationManager.Dispose()` in `EngineCore.cs`.
Added new methods to the `ICommandBuffer` interface for enhanced rendering capabilities.
Updated the `D3D12CommandBuffer` class to implement new graphics command handling methods.
Added the `Material` class to manage shader properties and caching for improved performance.
Encapsulated shader compilation and reflection processes within the `Shader` class for better organization.
Added the `CBufferCache` struct to optimize GPU resource management for constant buffer data.
Updated the `MeshRenderPass` class to utilize the new `Material` class for dynamic mesh rendering.
Updated various project files to reflect the restructuring of dependencies.
Modified XAML files and code-behind for improved readability and maintainability.
This commit is contained in:
2025-07-07 22:59:47 +09:00
parent 261afa4133
commit eed1b9d3d0
24 changed files with 630 additions and 344 deletions

View File

@@ -1,21 +1,103 @@
using Win32;
using Win32.Graphics.Direct3D12;
using Ghost.Graphics.Contracts;
using Ghost.Graphics.Shading;
using System.Numerics;
using System.Runtime.CompilerServices;
namespace Ghost.Graphics.Data;
public class Material : IDisposable
{
// TODO: Pipeline state should be abstracted that can support multiple graphics APIs.
private ComPtr<ID3D12PipelineState> _pipelineState;
private readonly Dictionary<string, CBufferCache> _cbufferCaches;
private bool _disposed;
public Shader Shader
{
get;
set;
} = Shader.Empty;
}
public Material(Shader shader)
{
Shader = shader;
_cbufferCaches = new();
foreach (var cbufferInfo in shader.ConstantBuffers.Values)
{
_cbufferCaches.Add(cbufferInfo.Name, new CBufferCache(cbufferInfo.Size));
}
}
~Material()
{
Dispose();
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetFloat(string propertyName, in float value)
{
WriteToCache(propertyName, in value);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetVector(string propertyName, in Vector4 value)
{
WriteToCache(propertyName, in value);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetMatrix(string propertyName, in Matrix4x4 value)
{
WriteToCache(propertyName, in value);
}
private unsafe void WriteToCache<T>(string propertyName, in T value) where T : unmanaged
{
if (!Shader.Properties.TryGetValue(propertyName, out var propInfo))
{
throw new ArgumentException($"Property '{propertyName}' does not exist in the shader.", nameof(propertyName));
}
if (propInfo.Size != sizeof(T))
{
throw new ArgumentException($"Property '{propertyName}' has a size mismatch. Expected {sizeof(T)} bytes, but got {propInfo.Size} bytes.", nameof(propertyName));
}
var cache = _cbufferCaches[propInfo.CBufferName];
Unsafe.WriteUnaligned(ref cache.CpuData[(int)propInfo.ByteOffset], value);
}
public void UploadAndBind(ICommandBuffer cmb)
{
foreach (var cache in _cbufferCaches.Values)
{
cache.UploadToGpu();
}
foreach (var (name, cache) in _cbufferCaches)
{
var cbufferInfo = Shader.ConstantBuffers[name];
cmb.SetGraphicsRootConstantBufferView(cbufferInfo.RegisterSlot, cache.GpuResource.GPUAddress);
}
}
public void Dispose()
{
_pipelineState.Dispose();
if (_disposed)
{
return;
}
foreach (var cache in _cbufferCaches.Values)
{
cache.Dispose();
}
_cbufferCaches.Clear();
GC.SuppressFinalize(this);
_disposed = true;
}
}