forked from Misaki/GhostEngine
181 lines
4.5 KiB
C#
181 lines
4.5 KiB
C#
using Ghost.Core;
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using Ghost.Core.Graphics;
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using Ghost.Graphics.RHI;
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using Misaki.HighPerformance.LowLevel.Buffer;
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using Misaki.HighPerformance.LowLevel.Collections;
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using System.Runtime.InteropServices;
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namespace Ghost.Graphics.Core;
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public readonly struct TextureInfo
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{
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public uint RegisterSlot
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{
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get; init;
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}
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public uint RootParameterIndex
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{
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get; init;
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}
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}
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public readonly struct PropertyInfo
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{
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public uint CBufferIndex
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{
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get; init;
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}
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public uint ByteOffset
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{
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get; init;
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}
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public uint Size
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{
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get; init;
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}
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}
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public readonly struct CBufferInfo
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{
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public uint Size
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{
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get; init;
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}
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public uint RegisterSlot
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{
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get; init;
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}
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}
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public unsafe class ShaderPass : IResourceReleasable
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{
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// NOTE: This is for per pass cbuffer only. Global, per view, and per mesh cbuffers are fixed.
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private readonly Dictionary<string, int> _propertyLookup;
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private readonly UnsafeList<PropertyInfo> _properties;
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internal CBufferInfo PassPropertyInfo
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{
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get;
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}
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public ShaderPass(CBufferInfo info, UnsafeList<PropertyInfo> properties, Dictionary<string, int> propertyNameToIdMap)
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{
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PassPropertyInfo = info;
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_properties = properties;
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_propertyLookup = propertyNameToIdMap;
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}
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public int GetPropertyId(string propertyName)
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{
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return _propertyLookup.TryGetValue(propertyName, out var id) ? id : -1;
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}
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public PropertyInfo GetPropertyInfo(int id)
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{
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return _properties[id];
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}
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public PropertyInfo GetPropertyInfo(string propertyName)
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{
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return _properties[GetPropertyId(propertyName)];
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}
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void IResourceReleasable.ReleaseResource(IResourceDatabase database)
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{
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_properties.Dispose();
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}
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}
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/// <summary>
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/// A representation of a GPU shader, including all the passes it contains.
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/// </summary>
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public class Shader : IResourceReleasable, IIdentifierType
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{
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private UnsafeArray<ShaderPassKey> _passIDs;
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// TODO: Optmize lookups with a better data structure if needed
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private readonly Dictionary<string, int> _passLookup; // pass name to index
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private readonly Dictionary<string, List<int>> _propertyLookup; // property name to pass index (property name to list of pass indices that contain the property)
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public int PassCount => _passIDs.Count;
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internal Shader(ShaderDescriptor descriptor)
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{
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_passIDs = new UnsafeArray<ShaderPassKey>(descriptor.passes.Count, Allocator.Persistent);
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_passLookup = new(descriptor.passes.Count);
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_propertyLookup = new(descriptor.passes.Count);
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for (var i = 0; i < descriptor.passes.Count; i++)
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{
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var pass = descriptor.passes[i];
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var passKey = new ShaderPassKey(pass.Identifier);
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_passIDs[i] = passKey;
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_passLookup[pass.Name] = i;
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if (pass is FullPassDescriptor fullPass)
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{
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if (fullPass.properties == null)
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{
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continue;
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}
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foreach (var property in fullPass.properties)
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{
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ref var passIndices = ref CollectionsMarshal.GetValueRefOrAddDefault(_propertyLookup, property.name, out var exists);
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if (!exists || passIndices == null)
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{
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passIndices = new List<int>();
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}
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passIndices.Add(i);
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}
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}
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// TODO: handle inherited passes
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}
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}
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public int GetPassIndex(string passName)
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{
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return _passLookup.GetValueOrDefault(passName, -1);
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}
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public ShaderPassKey GetPassKey(int index)
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{
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return _passIDs[index];
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}
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public bool TryGetPassKey(string passName, out int passIndex, out ShaderPassKey passID)
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{
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var index = _passLookup.GetValueOrDefault(passName, -1);
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if (index == -1)
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{
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passIndex = -1;
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passID = new(0);
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return false;
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}
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passIndex = index;
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passID = _passIDs[index];
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return true;
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}
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public IReadOnlyCollection<int> GetPropertyPassIndices(string propertyName)
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{
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if (_propertyLookup.TryGetValue(propertyName, out var passIndices))
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{
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return passIndices;
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}
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return Array.Empty<int>();
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}
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void IResourceReleasable.ReleaseResource(IResourceDatabase database)
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{
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_passIDs.Dispose();
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}
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}
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