forked from Misaki/GhostEngine
Major architectural update to graphics/material/shader system: - Introduced strongly-typed key structs (Key64/Key128) for passes, variants, and pipelines; removed legacy key types. - Implemented robust hashing and key generation utilities for efficient variant and pipeline lookup/caching. - Shader compiler now compiles/caches all keyword variants using new key system; includes handled as lists. - Switched to push constant root signature for per-draw data; updated HLSL and C# codegen accordingly. - Refactored Material, Shader, and Pass data structures for cache efficiency and variant support. - Pipeline library and PSO management now use 128-bit keys and variant-specific caching. - Replaced WorldNode with SceneNode in editor/scene graph; introduced ComponentManager for archetype/query management. - Migrated math utilities to Misaki.HighPerformance.Mathematics; updated editor controls. - Updated all HLSL and codegen for new buffer/push constant layouts and macros. - Misc: project reference cleanup, D3D12 Work Graph support, doc updates, and code modernization.
182 lines
5.6 KiB
C#
182 lines
5.6 KiB
C#
using Ghost.Core;
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using Ghost.Core.Graphics;
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using Ghost.Core.Utilities;
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using Ghost.Graphics.Core;
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using System.IO.Hashing;
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using System.Runtime.InteropServices;
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namespace Ghost.Graphics.RHI;
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internal static class RHIUtility
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{
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public static uint GetBytesPerPixel(this TextureFormat format)
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{
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return format switch
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{
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TextureFormat.R8G8B8A8_UNorm => 4,
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TextureFormat.B8G8R8A8_UNorm => 4,
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TextureFormat.R16G16B16A16_Float => 8,
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TextureFormat.R32G32B32A32_Float => 16,
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TextureFormat.D24_UNorm_S8_UInt => 4,
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TextureFormat.D32_Float => 4,
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_ => throw new NotSupportedException($"Texture format {format} is not supported."),
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};
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}
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public static uint GetTotalBytes(this TextureDesc desc)
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{
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return desc.Format.GetBytesPerPixel() * desc.Width * desc.Height * desc.Slice;
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}
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public static void GetSurfaceInfo(this TextureFormat format, uint width, uint height, out uint rowPitch, out uint slicePitch, out uint rowCount)
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{
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var bc = false;
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var packed = false;
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var planar = false;
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var bpe = 0u;
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//switch (Format)
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//{
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// case Format.BC1Typeless:
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// case Format.BC1Unorm:
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// case Format.BC1UnormSrgb:
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// case Format.BC4Typeless:
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// case Format.BC4Unorm:
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// case Format.BC4Snorm:
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// bc = true;
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// bpe = 8;
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// break;
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// case Format.BC2Typeless:
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// case Format.BC2Unorm:
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// case Format.BC2UnormSrgb:
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// case Format.BC3Typeless:
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// case Format.BC3Unorm:
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// case Format.BC3UnormSrgb:
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// case Format.BC5Typeless:
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// case Format.BC5Unorm:
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// case Format.BC5Snorm:
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// case Format.BC6HTypeless:
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// case Format.BC6HUF16:
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// case Format.BC6HSF16:
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// case Format.BC7Typeless:
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// case Format.BC7Unorm:
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// case Format.BC7UnormSrgb:
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// bc = true;
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// bpe = 16;
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// break;
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// case Format.R8G8_B8G8Unorm:
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// case Format.G8R8_G8B8Unorm:
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// case Format.YUY2:
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// packed = true;
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// bpe = 4;
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// break;
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// case Format.Y210:
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// case Format.Y216:
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// packed = true;
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// bpe = 8;
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// break;
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// case Format.NV12:
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// case Format.Opaque420:
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// case Format.P208:
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// planar = true;
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// bpe = 2;
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// break;
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// case Format.P010:
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// case Format.P016:
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// planar = true;
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// bpe = 4;
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// break;
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// default:
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// break;
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//}
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if (bc)
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{
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var numBlocksWide = 0u;
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if (width > 0)
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{
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numBlocksWide = Math.Max(1u, (width + 3) / 4u);
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}
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var numBlocksHigh = 0u;
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if (height > 0)
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{
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numBlocksHigh = Math.Max(1u, (height + 3) / 4u);
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}
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rowPitch = numBlocksWide * bpe;
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rowCount = numBlocksHigh;
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slicePitch = rowPitch * numBlocksHigh;
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}
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else if (packed)
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{
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rowPitch = ((width + 1u) >> 1) * bpe;
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rowCount = height;
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slicePitch = rowPitch * height;
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}
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else if (planar)
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{
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rowPitch = ((width + 1u) >> 1) * bpe;
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slicePitch = (rowPitch * height) + ((rowPitch * height + 1) >> 1);
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rowCount = height + ((height + 1u) >> 1);
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}
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else
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{
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var bpp = GetBytesPerPixel(format) * 8;
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rowPitch = (width * bpp + 7) / 8; // round up to nearest byte
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rowCount = height;
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slicePitch = rowPitch * height;
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}
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}
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public static Key64<ShaderPass> CreateShaderPassKey(string passID)
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{
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var passIdSpan = passID.AsSpan();
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return new Key64<ShaderPass>(XxHash3.HashToUInt64(MemoryMarshal.AsBytes(passIdSpan)));
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}
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public static Key64<ShaderVariant> CreateShaderVariantKey(Key64<ShaderPass> passKey, ref readonly LocalKeywordSet keywords)
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{
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var passHash = passKey.Value;
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var keywordHash = keywords.GetHash64();
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return new Key64<ShaderVariant>(Hash.Hash64(passHash, keywordHash));
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}
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public static unsafe Key128<GraphicsPipeline> CreateGraphicsPipelineKey(Key64<ShaderVariant> shaderVariantKey, PipelineState pipelineState, PassPipelineHash passKey)
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{
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// Order-sensitive 128-bit mix. Cheap and stable, avoids span hashing.
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static ulong Mix64(ulong x)
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{
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x ^= x >> 30;
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x *= 0xBF58476D1CE4E5B9ul;
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x ^= x >> 27;
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x *= 0x94D049BB133111EBul;
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x ^= x >> 31;
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return x;
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}
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var mLo = shaderVariantKey.Value;
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var mHi = pipelineState.GetHashCode64();
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var pPasskey = (ulong*)&passKey.value;
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var pLo = pPasskey[0];
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var pHi = pPasskey[1];
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// Distinct constants + cross-feeding to reduce structural collisions.
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var lo = Mix64(mLo ^ (pLo + 0x9E3779B97F4A7C15ul) ^ (mHi * 0xD6E8FEB86659FD93ul));
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var hi = Mix64(mHi ^ (pHi + 0xC2B2AE3D27D4EB4Ful) ^ (pLo * 0x165667B19E3779F9ul));
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return new Key128<GraphicsPipeline>(new UInt128(lo, hi));
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}
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public static bool TryGetString(this Key128<GraphicsPipeline> key, Span<char> destination)
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{
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return key.Value.TryFormat(destination, out var _, "X16");
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}
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} |