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; } }