using Ghost.Core; using Ghost.Core.Graphics; using Ghost.Graphics.RHI; using Misaki.HighPerformance.LowLevel.Buffer; using Misaki.HighPerformance.LowLevel.Collections; using Misaki.HighPerformance.LowLevel.Utilities; namespace Ghost.Graphics.Core; public unsafe readonly ref struct RenderingContext { private readonly IGraphicsEngine _engine; private readonly ICommandBuffer _directCmb; private readonly ICommandBuffer _copyCmb; private readonly ICommandBuffer _computeCmb; public ICommandBuffer DirectCommandBuffer => _directCmb; public ICommandBuffer CopyCommandBuffer => _copyCmb; public ICommandBuffer ComputeCommandBuffer => _computeCmb; public IResourceAllocator ResourceAllocator => _engine.ResourceAllocator; public IResourceDatabase ResourceDatabase => _engine.ResourceDatabase; public IPipelineLibrary PipelineLibrary => _engine.PipelineLibrary; internal RenderingContext( IGraphicsEngine engine, ICommandBuffer directCmd, ICommandBuffer copyCmd, ICommandBuffer computeCmd) { _engine = engine; _directCmb = directCmd; _copyCmb = copyCmd; _computeCmb = computeCmd; } public ICommandBuffer CrearteCommandBuffer(CommandBufferType type) { return _engine.CreateCommandBuffer(type); } // TODO: ExecuteCommandBufferAsync with fencene.Device.GraphicsQueue.Submit(commandBuffer); public void ExecuteCommandBuffer(ICommandBuffer commandBuffer) { var queue = commandBuffer.Type switch { CommandBufferType.Graphics => _engine.Device.GraphicsQueue, CommandBufferType.Compute => _engine.Device.ComputeQueue, CommandBufferType.Copy => _engine.Device.CopyQueue, _ => throw new ArgumentOutOfRangeException(), }; queue.Submit(commandBuffer); queue.WaitIdle(); } public Handle CreateMesh(UnsafeList vertices, UnsafeList indices) { var mesh = ResourceAllocator.CreateMesh(vertices, indices); return mesh; } public Handle CreateMesh(ReadOnlySpan vertices, ReadOnlySpan indices) { var vertexList = new UnsafeList(vertices.Length, Allocator.Persistent); var indexList = new UnsafeList(indices.Length, Allocator.Persistent); vertexList.CopyFrom(vertices); indexList.CopyFrom(indices); return CreateMesh(vertexList, indexList); } // TODO: Make one memory pool for upload. /// /// Uploads the mesh data to the GPU. /// /// The handle point to the mesh buffer /// Whether to mark the mesh as static. If it's true, the cpu buffer of the mesh will not be avaliable any more public void UploadMesh(Handle mesh, bool markMeshStatic) { ref var meshData = ref ResourceDatabase.GetMeshReference(mesh); var vertexState = ResourceDatabase.GetResourceState(meshData.vertexBuffer.AsResource()); var indexState = ResourceDatabase.GetResourceState(meshData.indexBuffer.AsResource()); var needVertexTransition = vertexState != ResourceState.CopyDest; var needIndexTransition = indexState != ResourceState.CopyDest; if (needVertexTransition) { _copyCmb.ResourceBarrier(meshData.vertexBuffer.AsResource(), vertexState, ResourceState.CopyDest); ResourceDatabase.SetResourceState(meshData.vertexBuffer.AsResource(), ResourceState.CopyDest); } if (needIndexTransition) { _copyCmb.ResourceBarrier(meshData.indexBuffer.AsResource(), indexState, ResourceState.CopyDest); ResourceDatabase.SetResourceState(meshData.indexBuffer.AsResource(), ResourceState.CopyDest); } _copyCmb.UploadBuffer(meshData.vertexBuffer, meshData.vertices.AsSpan()); _copyCmb.UploadBuffer(meshData.indexBuffer, meshData.indices.AsSpan()); if (needVertexTransition) { _copyCmb.ResourceBarrier(meshData.vertexBuffer.AsResource(), ResourceState.CopyDest, vertexState); ResourceDatabase.SetResourceState(meshData.vertexBuffer.AsResource(), vertexState); } if (needIndexTransition) { ResourceDatabase.SetResourceState(meshData.indexBuffer.AsResource(), indexState); _copyCmb.ResourceBarrier(meshData.indexBuffer.AsResource(), ResourceState.CopyDest, indexState); } if (markMeshStatic) { meshData.ReleaseCpuResources(); } } public Handle CreateTexture(ref readonly TextureDesc desc, bool tempResource = false) { return ResourceAllocator.CreateTexture(in desc, tempResource); } public void UploadTexture(Handle texture, ReadOnlySpan data) { var desc = ResourceDatabase.GetResourceDescription(texture.AsResource()); desc.textureDescription.Format.GetSurfaceInfo((int)desc.textureDescription.Width, (int)desc.textureDescription.Height, out var rowPitch, out var slicePitch, out _); var subresourceData = new SubResourceData { pData = data.GetUnsafePtr(), rowPitch = rowPitch, slicePitch = slicePitch }; var sateBefore = ResourceDatabase.GetResourceState(texture.AsResource()); var needTransition = sateBefore != ResourceState.CopyDest; if (needTransition) { _copyCmb.ResourceBarrier(texture.AsResource(), sateBefore, ResourceState.CopyDest); ResourceDatabase.SetResourceState(texture.AsResource(), ResourceState.CopyDest); } _copyCmb.UploadTexture(texture, subresourceData); if (needTransition) { _copyCmb.ResourceBarrier(texture.AsResource(), ResourceState.CopyDest, sateBefore); ResourceDatabase.SetResourceState(texture.AsResource(), sateBefore); } } // TODO: Ideally we should queue the draw call to our rendering system, and render it in the full rendering pipeline. // This is just a place holder for now for testing purpose. public void DispatchMesh(Handle mesh, Handle material, string passName, uint numThreadsX) { ref var meshRef = ref ResourceDatabase.GetMeshReference(mesh); ref var materialRef = ref ResourceDatabase.GetMaterialReference(material); var shader = ResourceDatabase.GetShaderReference(materialRef.Shader); shader.TryGetPassKey(passName, out var passIndex, out var passKey); var hash = new GraphicsPipelineHash { id = passKey, rtvCount = 1, dsvFormat = TextureFormat.Unknown, }; hash.rtvFormats[0] = TextureFormat.B8G8R8A8_UNorm; var pipelineKey = hash.GetKey(); _directCmb.SetPipelineState(pipelineKey); // NOTE: We use fixed root signature layout for bindless rendering. ref var cache = ref materialRef.GetPassCache(passIndex); _directCmb.SetConstantBufferView(RootSignatureLayout.PER_MATERIAL_BUFFER_SLOT, cache.GpuResource); // NOTE: Since we are using true bindless resources, we only need to set the descriptor heaps, not individual tables. // TODO: Matbe handle the transitional bindless model? #if false var samplerGpuHandle = _descriptorAllocator.GetSamplerHeap()->GetGPUDescriptorHandleForHeapStart(); _commandList.Get()->SetGraphicsRootDescriptorTable(rootParamIndex, samplerGpuHandle); #endif var threadGroupCountX = ((uint)meshRef.indices.Count + numThreadsX - 1) / numThreadsX; _directCmb.DispatchMesh(threadGroupCountX, 1, 1); } }