using Ghost.Graphics.D3D12;
using Ghost.Graphics.RHI;
using System.Numerics;
using System.Runtime.CompilerServices;
using Win32.Graphics.Direct3D12;
namespace Ghost.Graphics.Data;
///
/// Material implementation for bindless rendering with SM 6.6 support
///
public unsafe class Material : IDisposable
{
private readonly CBufferCache[] _cbufferCaches;
private bool _disposed;
internal ReadOnlySpan CBufferCaches => _cbufferCaches;
public Shader Shader
{
get; set;
}
public Material(Shader shader)
{
Shader = shader;
if (shader.ConstantBuffers.Count > 0)
{
var maxSlot = shader.ConstantBuffers.Max(cb => cb.RegisterSlot);
_cbufferCaches = new CBufferCache[maxSlot + 1];
foreach (var cbufferInfo in shader.ConstantBuffers)
{
_cbufferCaches[cbufferInfo.RegisterSlot] = new CBufferCache(cbufferInfo.Size);
}
}
else
{
_cbufferCaches = Array.Empty();
}
}
///
/// Sets a float property in the material's constant buffer.
///
/// The ID of the property to set.
/// The value to set for the property.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetFloat(int propertyId, in float value)
{
WriteToCache(propertyId, in value);
}
///
/// Sets a float property in the material's constant buffer.
///
/// The name of the property to set.
/// The value to set for the property.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetFloat(string propertyName, in float value)
{
SetFloat(Shader.GetPropertyId(propertyName), in value);
}
///
/// Sets a uint property in the material's constant buffer (useful for texture indices).
///
/// The ID of the property to set.
/// The value to set for the property.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetUInt(int propertyId, in uint value)
{
WriteToCache(propertyId, in value);
}
///
/// Sets a uint property in the material's constant buffer (useful for texture indices).
///
/// The name of the property to set.
/// The value to set for the property.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetUInt(string propertyName, in uint value)
{
SetUInt(Shader.GetPropertyId(propertyName), in value);
}
///
/// Sets a Vector property in the material's constant buffer.
///
/// The ID of the property to set.
/// The value to set for the property.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetVector(int propertyId, in Vector4 value)
{
WriteToCache(propertyId, in value);
}
///
/// Sets a Vector property in the material's constant buffer.
///
/// The name of the property to set.
/// The value to set for the property.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetVector(string propertyName, in Vector4 value)
{
SetVector(Shader.GetPropertyId(propertyName), in value);
}
///
/// Sets a Matrix property in the material's constant buffer.
///
/// The ID of the property to set.
/// The value to set for the property.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetMatrix(int propertyId, in Matrix4x4 value)
{
WriteToCache(propertyId, in value);
}
///
/// Sets a Matrix property in the material's constant buffer.
///
/// The name of the property to set.
/// The value to set for the property.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetMatrix(string propertyName, in Matrix4x4 value)
{
SetMatrix(Shader.GetPropertyId(propertyName), in value);
}
///
/// Sets a texture index for a shader property (for bindless texture access)
///
/// The name of the shader property (e.g., "_TextureIndex1")
/// The bindless texture to reference
public void SetTexture(string propertyName, Texture2D texture)
{
SetUInt(propertyName, texture.DescriptorIndex);
}
///
/// Sets the mesh buffer indices for bindless vertex and index buffer access
///
/// The mesh whose buffer indices to set
/// The name of the vertex buffer index property (e.g., "_VertexBufferIndex")
/// The name of the index buffer index property (e.g., "_IndexBufferIndex")
public void SetMeshBuffer(Mesh mesh, string vertexBufferIndexProperty = "_VertexBufferIndex", string indexBufferIndexProperty = "_IndexBufferIndex")
{
SetUInt(vertexBufferIndexProperty, mesh.VertexBufferDescriptorIndex);
SetUInt(indexBufferIndexProperty, mesh.IndexBufferDescriptorIndex);
}
private unsafe void WriteToCache(int propertyId, in T value)
where T : unmanaged
{
if (propertyId == -1)
{
throw new ArgumentException("Property ID is invalid.");
}
var propInfo = Shader.Properties[propertyId];
if (propInfo.Size != sizeof(T))
{
throw new ArgumentException($"Property '{propInfo.Name}' has a size mismatch. Expected {propInfo.Size} bytes, but got {sizeof(T)} bytes.");
}
var cache = _cbufferCaches[propInfo.CBufferIndex];
Unsafe.WriteUnaligned(ref cache.CpuData[(int)propInfo.ByteOffset], value);
}
///
/// Uploads the material data to the GPU.
///
public void UploadMaterialData()
{
foreach (var cache in _cbufferCaches)
{
cache.UploadToGpu();
}
}
public void Dispose()
{
if (_disposed)
{
return;
}
foreach (var cache in _cbufferCaches)
{
cache.Dispose();
}
// NOTE: We don't dispose the textures here as they might be shared
// The user is responsible for disposing BindlessTexture2D instances
GC.SuppressFinalize(this);
_disposed = true;
}
}