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 IRenderDevice _device; private readonly ICommandBuffer _directCmb; private readonly ICommandBuffer _copyCmb; private readonly ICommandBuffer _computeCmb; private readonly IResourceAllocator _resourceAllocator; private readonly IResourceDatabase _resourceDatabase; private readonly IPipelineLibrary _stateController; internal RenderingContext( IRenderDevice device, ICommandBuffer directCmd, ICommandBuffer copyCmd, ICommandBuffer computeCmd, IResourceAllocator resourceAllocator, IResourceDatabase resourceDatabase, IPipelineLibrary stateController) { _device = device; _directCmb = directCmd; _copyCmb = copyCmd; _computeCmb = computeCmd; _resourceAllocator = resourceAllocator; _resourceDatabase = resourceDatabase; _stateController = stateController; } 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.Upload(meshData.vertexBuffer, meshData.vertices.AsSpan()); _copyCmb.Upload(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.Upload(texture, subresourceData); if (needTransition) { _copyCmb.ResourceBarrier(texture.AsResource(), ResourceState.CopyDest, sateBefore); _resourceDatabase.SetResourceState(texture.AsResource(), sateBefore); } } public void RenderMesh(Handle mesh, Handle material, string passName) { //_cmd.DrawMesh(mesh, material); 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 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); // FIX: Get valid root signature. In D3D12, we use fixed root signature layout for bindless rendering. // However, our code should not assume that blindly. Each pipeline should have contained root signature info even if there are fixed. // This ensures that future changes to root signature layout can be accommodated. // for (int i = 0; i < 4; i++) { ref var cache = ref materialRef.GetPassCache((int)passKey.value); _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 _directCmb.SetPrimitiveTopology(PrimitiveTopology.Triangle); // Draw without vertex/index buffers - use instanced drawing // Each instance represents a triangle (3 vertices) var triangleCount = (uint)meshRef.indices.Count / 3; _directCmb.Draw(3, triangleCount, 0, 0); } public void ExecuteCopyCommands() { _device.CopyQueue.Submit(_copyCmb); _device.CopyQueue.WaitIdle(); } }