forked from Misaki/GhostEngine
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.
46 lines
1.1 KiB
C#
46 lines
1.1 KiB
C#
using Ghost.Graphics.D3D12;
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using Misaki.HighPerformance.LowLevel.Buffer;
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using Misaki.HighPerformance.LowLevel.Collections;
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using Misaki.HighPerformance.LowLevel.Helpers;
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using System.Runtime.CompilerServices;
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namespace Ghost.Graphics.Shading;
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internal struct CBufferCache : IDisposable
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{
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public UnsafeArray<byte> CpuData
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{
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get;
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set;
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}
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public GraphicsBuffer GpuResource
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{
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get;
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}
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private readonly uint _alignedSize;
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internal unsafe CBufferCache(uint bufferSize)
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{
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_alignedSize = (bufferSize + 255u) & ~255u;
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CpuData = new((int)_alignedSize, Allocator.Persistent);
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GpuResource = GraphicsBuffer.Create(_alignedSize, GraphicsBuffer.Usage.Constant);
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GpuResource.Name = "Material_CBufferCache";
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UploadToGpu();
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly void UploadToGpu()
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{
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GpuResource.SetData(CpuData.AsSpan(), 0);
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}
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public readonly void Dispose()
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{
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CpuData.Dispose();
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GpuResource.Dispose();
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}
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} |