forked from Misaki/GhostEngine
Major architecture upgrade: - Add native render pass merging (hardware pass grouping, load/store op inference) - Implement heap-based aliasing for textures & buffers (D3D12-style) - Unify resource model: buffers and textures in one registry - Extend builder API for buffer creation/usage, access flags, hints - Improve barrier/state tracking (buffer hints, indirect argument state) - Update caching, hashing, and debug output for new model - Add enums/structs: AttachmentLoadOp, StoreOp, BufferHint, etc. - D3D12 backend: support named resources, temp upload buffers, correct heap usage - Update docs, benchmarks, and project files for new features Brings render graph closer to AAA engine standards, enabling efficient memory usage, lower driver overhead, and a more flexible API.
235 lines
6.9 KiB
C#
235 lines
6.9 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.CompilerServices;
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namespace Ghost.Graphics.Core;
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internal struct CBufferCache : IResourceReleasable
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{
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private UnsafeArray<byte> _cpuData;
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private Handle<GraphicsBuffer> _gpuResource;
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private uint _size;
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public readonly UnsafeArray<byte> CpuData => _cpuData;
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public readonly Handle<GraphicsBuffer> GpuResource => _gpuResource;
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public readonly uint Size => _size;
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public readonly bool IsCreated => _size != 0 && _gpuResource.IsValid && _cpuData.IsCreated;
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public CBufferCache(Handle<GraphicsBuffer> buffer, uint bufferSize)
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{
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_size = bufferSize;
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_cpuData = new UnsafeArray<byte>((int)bufferSize, Allocator.Persistent);
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_gpuResource = buffer;
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}
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public void ReleaseResource(IResourceDatabase database)
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{
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if (!IsCreated)
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{
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return;
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}
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_cpuData.Dispose();
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database.ReleaseResource(GpuResource.AsResource());
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_gpuResource = Handle<GraphicsBuffer>.Invalid;
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_size = 0;
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}
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}
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public struct Material : IResourceReleasable
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{
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private struct PipelineOverride
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{
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public Key64<ShaderPass> shaderPass;
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public PipelineState options;
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}
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private Identifier<Shader> _shader;
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private UnsafeArray<PipelineOverride> _passPipelineOverride;
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private bool _isDirty;
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internal CBufferCache _cBufferCache;
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internal LocalKeywordSet _keywordMask;
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public readonly Identifier<Shader> Shader => _shader;
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public readonly bool IsDirty => _isDirty;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void SetDirty()
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{
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_isDirty = true;
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}
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public ErrorStatus SetShader(Identifier<Shader> shaderId, IResourceAllocator allocator, IResourceDatabase database)
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{
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if (!shaderId.IsValid)
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{
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return ErrorStatus.InvalidArgument;
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}
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_cBufferCache.ReleaseResource(database);
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_shader = shaderId;
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var shader = database.GetShaderReference(shaderId);
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if (_passPipelineOverride.Count < shader.PassCount)
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{
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if (!_passPipelineOverride.IsCreated)
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{
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_passPipelineOverride = new UnsafeArray<PipelineOverride>(shader.PassCount, Allocator.Persistent);
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}
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else
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{
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_passPipelineOverride.Resize(shader.PassCount);
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}
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}
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_keywordMask.Clear();
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for (var i = 0; i < shader.PassCount; i++)
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{
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ref var pass = ref shader.GetPassReference(i);
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_passPipelineOverride[i] = new PipelineOverride
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{
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shaderPass = pass.Key,
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options = pass.DeafaultState,
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};
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}
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if (shader.CBufferSize != 0)
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{
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var desc = new BufferDesc
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{
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Size = shader.CBufferSize,
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Usage = BufferUsage.Raw | BufferUsage.ShaderResource,
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MemoryType = ResourceMemoryType.Default,
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};
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var buffer = allocator.CreateBuffer(ref desc, "MaterialCBuffer");
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_cBufferCache = new CBufferCache(buffer, shader.CBufferSize);
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}
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return ErrorStatus.None;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly unsafe Result<T, ErrorStatus> GetPropertyCache<T>()
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where T : unmanaged
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{
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if (sizeof(T) != _cBufferCache.Size)
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{
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return ErrorStatus.InvalidArgument;
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}
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return *(T*)_cBufferCache.CpuData.GetUnsafePtr();
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly ReadOnlySpan<byte> GetRawPropertyCache()
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{
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if (_cBufferCache.Size == 0)
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{
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return [];
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}
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return _cBufferCache.CpuData.AsSpan(0, (int)_cBufferCache.Size);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public unsafe ErrorStatus SetPropertyCache<T>(ref readonly T data)
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where T : unmanaged
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{
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if (sizeof(T) != _cBufferCache.Size)
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{
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return ErrorStatus.InvalidArgument;
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}
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Unsafe.WriteUnaligned(_cBufferCache.CpuData.GetUnsafePtr(), data);
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SetDirty();
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return ErrorStatus.None;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public unsafe ErrorStatus SetRawPropertyCache(ReadOnlySpan<byte> data)
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{
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if (data.Length != _cBufferCache.Size)
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{
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return ErrorStatus.InvalidArgument;
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}
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Unsafe.WriteUnaligned(_cBufferCache.CpuData.GetUnsafePtr(), data);
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SetDirty();
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return ErrorStatus.None;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly PipelineState GetPassPipelineOverride(int passIndex)
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{
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return _passPipelineOverride[passIndex].options;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetPassPipelineOverride(int passIndex, ref readonly PipelineState options)
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{
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ref var pipelineOverride = ref _passPipelineOverride[passIndex];
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pipelineOverride.options = options;
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SetDirty();
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public ErrorStatus SetKeyword(IResourceDatabase resourceDatabase, int keywordId, bool enabled)
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{
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ref var shader = ref resourceDatabase.GetShaderReference(_shader);
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var localIndex = shader.GetLocalKeywordIndex(keywordId);
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if (localIndex == -1)
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{
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return ErrorStatus.NotFound;
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}
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_keywordMask.SetKeyword(localIndex, enabled);
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SetDirty();
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return ErrorStatus.None;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly bool IsKeywordEnabled(IResourceDatabase resourceDatabase, int keywordId)
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{
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ref var shader = ref resourceDatabase.GetShaderReference(_shader);
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var localIndex = shader.GetLocalKeywordIndex(keywordId);
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if (localIndex == -1)
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{
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return false;
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}
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return _keywordMask.IsKeywordEnabled(localIndex);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly void UploadData(ICommandBuffer cmd, bool pixelOnlyResource = true)
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{
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cmd.ResourceBarrier(_cBufferCache.GpuResource.AsResource(), ResourceState.CopyDest);
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cmd.UploadBuffer(_cBufferCache.GpuResource, _cBufferCache.CpuData.AsSpan());
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var state = pixelOnlyResource
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? ResourceState.PixelShaderResource
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: ResourceState.NonPixelShaderResource | ResourceState.PixelShaderResource;
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cmd.ResourceBarrier(_cBufferCache.GpuResource.AsResource(), state);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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void IResourceReleasable.ReleaseResource(IResourceDatabase database)
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{
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_cBufferCache.ReleaseResource(database);
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_passPipelineOverride.Dispose();
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}
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}
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