Files
GhostEngine/Ghost.Graphics/Core/Shader.cs

181 lines
4.5 KiB
C#

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