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.
228 lines
9.1 KiB
C#
228 lines
9.1 KiB
C#
using Ghost.Core;
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using Ghost.Graphics.Contracts;
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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 Misaki.HighPerformance.LowLevel.Utilities;
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using Misaki.HighPerformance.Mathematics;
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using System.Runtime.CompilerServices;
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namespace Ghost.Graphics.Core;
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public readonly unsafe ref struct RenderingContext
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{
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private readonly IGraphicsEngine _engine;
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private readonly ICommandBuffer _directCmd;
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public ICommandBuffer DirectCommandBuffer => _directCmd;
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public IShaderCompiler ShaderCompiler => _engine.ShaderCompiler;
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public IResourceAllocator ResourceAllocator => _engine.ResourceAllocator;
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public IResourceDatabase ResourceDatabase => _engine.ResourceDatabase;
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public IPipelineLibrary PipelineLibrary => _engine.PipelineLibrary;
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internal RenderingContext(IGraphicsEngine engine, ICommandBuffer directCmd)
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{
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_engine = engine;
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_directCmd = directCmd;
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}
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public ICommandBuffer CrearteCommandBuffer(CommandBufferType type)
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{
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return _engine.CreateCommandBuffer(type);
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}
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// TODO: ExecuteCommandBufferAsync with fencene.Device.GraphicsQueue.Submit(commandBuffer);
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public void ExecuteCommandBuffer(ICommandBuffer commandBuffer)
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{
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var queue = commandBuffer.Type switch
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{
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CommandBufferType.Graphics => _engine.Device.GraphicsQueue,
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CommandBufferType.Compute => _engine.Device.ComputeQueue,
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CommandBufferType.Copy => _engine.Device.CopyQueue,
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_ => throw new InvalidOperationException("Unknown command buffer type."),
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};
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queue.Submit(commandBuffer);
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queue.WaitIdle();
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}
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public Handle<Mesh> CreateMesh(UnsafeList<Vertex> vertices, UnsafeList<uint> indices, bool staticMesh)
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{
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var mesh = ResourceAllocator.CreateMesh(vertices, indices);
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ref var meshData = ref ResourceDatabase.GetMeshReference(mesh);
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var vertexHandle = meshData.VertexBuffer.AsResource();
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var indexHandle = meshData.IndexBuffer.AsResource();
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_directCmd.ResourceBarrier(vertexHandle, ResourceState.CopyDest);
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_directCmd.ResourceBarrier(indexHandle, ResourceState.CopyDest);
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_directCmd.UploadBuffer(meshData.VertexBuffer, meshData.Vertices.AsSpan());
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_directCmd.UploadBuffer(meshData.IndexBuffer, meshData.Indices.AsSpan());
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if (staticMesh)
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{
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meshData.ReleaseCpuResources();
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_directCmd.ResourceBarrier(vertexHandle, ResourceState.NonPixelShaderResource);
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_directCmd.ResourceBarrier(indexHandle, ResourceState.NonPixelShaderResource);
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}
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return mesh;
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}
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public Handle<Mesh> CreateMesh(ReadOnlySpan<Vertex> vertices, ReadOnlySpan<uint> indices, bool staticMesh)
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{
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var vertexList = new UnsafeList<Vertex>(vertices.Length, Allocator.Persistent);
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var indexList = new UnsafeList<uint>(indices.Length, Allocator.Persistent);
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vertexList.CopyFrom(vertices);
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indexList.CopyFrom(indices);
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return CreateMesh(vertexList, indexList, staticMesh);
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}
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// TODO: Make one memory pool for upload.
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/// <summary>
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/// Uploads the mesh data to the GPU.
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/// </summary>
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/// <param name="mesh">The handle point to the mesh buffer</param>
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/// <param name="markMeshStatic">Whether to mark the mesh as static. If it's true, the cpu buffer of the mesh will not be avaliable any more</param>
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public void UploadMesh(Handle<Mesh> mesh, bool markMeshStatic)
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{
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ref var meshRef = ref ResourceDatabase.GetMeshReference(mesh);
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_directCmd.ResourceBarrier(meshRef.VertexBuffer.AsResource(), ResourceState.CopyDest);
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_directCmd.ResourceBarrier(meshRef.IndexBuffer.AsResource(), ResourceState.CopyDest);
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_directCmd.UploadBuffer(meshRef.VertexBuffer, meshRef.Vertices.AsSpan());
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_directCmd.UploadBuffer(meshRef.IndexBuffer, meshRef.Indices.AsSpan());
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_directCmd.ResourceBarrier(meshRef.VertexBuffer.AsResource(), ResourceState.NonPixelShaderResource);
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_directCmd.ResourceBarrier(meshRef.IndexBuffer.AsResource(), ResourceState.NonPixelShaderResource);
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if (markMeshStatic)
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{
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meshRef.ReleaseCpuResources();
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}
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}
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public void UpdateObjectData(Handle<Mesh> mesh, float4x4 localToWorld)
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{
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ref var meshData = ref ResourceDatabase.GetMeshReference(mesh);
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var data = new PerObjectData
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{
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localToWorld = localToWorld,
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worldBoundsMin = meshData.BoundingBox.Min,
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worldBoundsMax = meshData.BoundingBox.Max,
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vertexBuffer = _engine.ResourceDatabase.GetBindlessIndex(meshData.VertexBuffer.AsResource()),
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indexBuffer = _engine.ResourceDatabase.GetBindlessIndex(meshData.IndexBuffer.AsResource()),
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};
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var bufferHandle = meshData.ObjectDataBuffer.AsResource();
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_directCmd.ResourceBarrier(bufferHandle, ResourceState.CopyDest);
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_directCmd.UploadBuffer(meshData.ObjectDataBuffer, [data]);
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_directCmd.ResourceBarrier(bufferHandle, ResourceState.NonPixelShaderResource | ResourceState.PixelShaderResource);
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}
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public Handle<Texture> CreateTexture<T>(ref readonly TextureDesc desc, ReadOnlySpan<T> data, string name)
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where T : unmanaged
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{
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var handle = ResourceAllocator.CreateTexture(in desc, name);
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UploadTexture(handle, data);
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return handle;
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}
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public void UploadTexture<T>(Handle<Texture> texture, ReadOnlySpan<T> data)
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where T : unmanaged
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{
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var desc = ResourceDatabase.GetResourceDescription(texture.AsResource())
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.GetValueOrThrow();
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if (data.Length * sizeof(T) != desc.TextureDescription.GetTotalBytes())
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{
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throw new ArgumentException("Data size does not match texture size.");
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}
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desc.TextureDescription.Format.GetSurfaceInfo(desc.TextureDescription.Width, desc.TextureDescription.Height, out var rowPitch, out var slicePitch, out _);
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_directCmd.ResourceBarrier(texture.AsResource(), ResourceState.CopyDest);
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fixed (T* pData = data)
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{
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var subresourceData = new SubResourceData
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{
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pData = pData,
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rowPitch = rowPitch,
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slicePitch = slicePitch
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};
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_directCmd.UploadTexture(texture, [subresourceData]);
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}
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}
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// TODO: Ideally we should queue the draw call to our rendering system, and render it in a full rendering pipeline.
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// This is just a place holder for now for testing purpose.
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public void DispatchMesh(Handle<Mesh> mesh, Handle<Material> material, Identifier<ShaderPass> passID, uint numThreadsX)
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{
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ref var meshRef = ref ResourceDatabase.GetMeshReference(mesh);
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ref var materialRef = ref ResourceDatabase.GetMaterialReference(material);
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ref var shader = ref ResourceDatabase.GetShaderReference(materialRef.Shader);
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var passIndex = shader.GetPassIndex(passID);
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if (passIndex == -1)
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{
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throw new InvalidOperationException("Shader pass not found in the material's shader.");
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}
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ref var pass = ref shader.GetPassReference(passIndex);
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var passPipelineHash = new PassPipelineHash([TextureFormat.B8G8R8A8_UNorm], TextureFormat.Unknown);
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var materialPipeline = materialRef.GetPassPipelineOverride(passIndex);
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// Mask out the keywords that are not used in this pass.
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var variantMask = materialRef._keywordMask & pass.KeywordIDs;
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var shaderVariantKey = RHIUtility.CreateShaderVariantKey(pass.Key, in variantMask);
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var pipelineKey = RHIUtility.CreateGraphicsPipelineKey(shaderVariantKey, materialPipeline, passPipelineHash);
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if (!_engine.PipelineLibrary.HasPipeline(pipelineKey))
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{
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var r = _engine.ShaderCompiler.LoadCompiledCache(shaderVariantKey);
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if (r.IsFailure)
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{
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throw new InvalidOperationException("Failed to load compiled shader cache for pipeline state object creation.");
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}
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var psoDes = new GraphicsPSODescriptor
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{
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VariantKey = shaderVariantKey,
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PipelineOption = materialRef.GetPassPipelineOverride(passIndex),
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RtvFormats = [TextureFormat.B8G8R8A8_UNorm],
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DsvFormat = TextureFormat.Unknown,
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};
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var compiled = r.Value;
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_engine.PipelineLibrary.CompilePSO(in psoDes, in compiled).GetValueOrThrow();
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}
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_directCmd.SetPipelineState(pipelineKey);
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var data = new PushConstantsData
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{
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objectIndex = _engine.ResourceDatabase.GetBindlessIndex(meshRef.ObjectDataBuffer.AsResource()),
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materialIndex = _engine.ResourceDatabase.GetBindlessIndex(materialRef._cBufferCache.GpuResource.AsResource()),
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};
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var pushConstantSpan = new ReadOnlySpan<uint>(&data, sizeof(PushConstantsData) / sizeof(uint));
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_directCmd.SetGraphicsRoot32Constants(RootSignatureLayout.PUSH_CONSTANT_SLOT, pushConstantSpan);
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var threadGroupCountX = ((uint)meshRef.IndexCount + numThreadsX - 1) / numThreadsX;
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_directCmd.DispatchMesh(threadGroupCountX, 1, 1);
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}
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}
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