Files
GhostEngine/Ghost.Graphics/D3D12/Descriptors.cs
Misaki eafbfb2fa1 Update rendering architecture and resource management
Added a new `Ref<T>` struct for reference semantics.
Added the `RenderGraph` system for managing rendering passes.
Added the `RenderTexture` class for encapsulating GPU resources.
Added `GraphicsBuffer` class for effective GPU resource management.
Changed `CommandList` methods from public to internal for visibility control.
Changed `IRenderPass` interface from internal to public for accessibility.
Changed `GetData<T>()` in `ComponentObject.cs` to return `CompRef<T>`.
Changed `GetComponent<T>()` in `EntityManager.cs` to return `CompRef<T>`.
Changed `GetSingleton<T>()` in `World.cs` to use `CompRef<T>`.
Changed `IQueryTypeParameter` to use `CompRef<T>` for consistency.
Changed `QueryItem<T0>` and related structs to use `CompRef<T>`.
Changed `Material` class to support bindless textures.
Changed `Shader` class to support bindless rendering.
Changed `Mesh` class to support bindless vertex and index buffer access.
Updated documentation to reflect the new bindless rendering architecture.
2025-08-01 21:34:48 +09:00

130 lines
3.7 KiB
C#

using Win32.Graphics.Direct3D12;
namespace Ghost.Graphics.D3D12;
/// <summary>
/// Base class descriptor implementations.
/// </summary>
public abstract class Descriptor
{
protected readonly uint index;
protected readonly bool isShaderVisible;
protected Descriptor(uint index, bool isShaderVisible)
{
this.index = index;
this.isShaderVisible = isShaderVisible;
}
public bool IsValid => index != uint.MaxValue;
public uint Index => index;
public bool IsShaderVisible => isShaderVisible;
/// <summary>
/// Gets the CPU descriptor handle.
/// </summary>
public abstract CpuDescriptorHandle CpuHandle
{
get;
}
/// <summary>
/// Gets the GPU descriptor handle (only valid for shader-visible descriptors).
/// </summary>
public abstract GpuDescriptorHandle GpuHandle
{
get;
}
}
/// <summary>
/// Implementation of render target view (RTV) descriptor.
/// </summary>
public sealed class RenderTargetDescriptor : Descriptor
{
private readonly CpuDescriptorHandle _cpuHandle;
public RenderTargetDescriptor(uint index, CpuDescriptorHandle cpuHandle)
: base(index, false)
{
_cpuHandle = cpuHandle;
}
public override CpuDescriptorHandle CpuHandle => _cpuHandle;
public override GpuDescriptorHandle GpuHandle => default;
}
/// <summary>
/// Implementation of depth stencil view (DSV) descriptor.
/// </summary>
public sealed class DepthStencilDescriptor : Descriptor
{
private readonly CpuDescriptorHandle _cpuHandle;
public DepthStencilDescriptor(uint index, CpuDescriptorHandle cpuHandle)
: base(index, false) // DSVs are not shader visible
{
_cpuHandle = cpuHandle;
}
public override CpuDescriptorHandle CpuHandle => _cpuHandle;
public override GpuDescriptorHandle GpuHandle => default;
}
/// <summary>
/// Implementation of shader resource view (SRV) descriptor.
/// </summary>
public sealed class ShaderResourceDescriptor : Descriptor
{
private readonly CpuDescriptorHandle _cpuHandle;
private readonly GpuDescriptorHandle _gpuHandle;
public ShaderResourceDescriptor(uint index, CpuDescriptorHandle cpuHandle, GpuDescriptorHandle gpuHandle)
: base(index, true)
{
_cpuHandle = cpuHandle;
_gpuHandle = gpuHandle;
}
public override CpuDescriptorHandle CpuHandle => _cpuHandle;
public override GpuDescriptorHandle GpuHandle => _gpuHandle;
}
/// <summary>
/// Implementation of sampler descriptor.
/// </summary>
public sealed class SamplerDescriptor : Descriptor
{
private readonly CpuDescriptorHandle _cpuHandle;
private readonly GpuDescriptorHandle _gpuHandle;
public SamplerDescriptor(uint index, CpuDescriptorHandle cpuHandle, GpuDescriptorHandle gpuHandle)
: base(index, true)
{
_cpuHandle = cpuHandle;
_gpuHandle = gpuHandle;
}
public override CpuDescriptorHandle CpuHandle => _cpuHandle;
public override GpuDescriptorHandle GpuHandle => _gpuHandle;
}
/// <summary>
/// Implementation of bindless descriptor for SM 6.6 rendering.
/// This descriptor maintains a 1:1 relationship between allocation indices and shader indices.
/// </summary>
public sealed class BindlessDescriptor : Descriptor
{
private readonly CpuDescriptorHandle _cpuHandle;
private readonly GpuDescriptorHandle _gpuHandle;
public BindlessDescriptor(uint index, CpuDescriptorHandle cpuHandle, GpuDescriptorHandle gpuHandle)
: base(index, true)
{
_cpuHandle = cpuHandle;
_gpuHandle = gpuHandle;
}
public override CpuDescriptorHandle CpuHandle => _cpuHandle;
public override GpuDescriptorHandle GpuHandle => _gpuHandle;
}