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.
79 lines
3.1 KiB
C#
79 lines
3.1 KiB
C#
using Ghost.Core;
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using Ghost.Graphics.Data;
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using Win32.Graphics.Direct3D;
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using Win32.Graphics.Direct3D12;
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namespace Ghost.Graphics.D3D12;
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public unsafe class CommandList
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{
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private readonly ConstPtr<ID3D12GraphicsCommandList10> _commandList;
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internal ConstPtr<ID3D12GraphicsCommandList10> NativeCommandList => _commandList;
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public CommandList(ID3D12GraphicsCommandList10* commandList)
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{
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_commandList = commandList;
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}
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internal void BarrierTransition(GraphicsResource resource, ResourceStates beforeState, ResourceStates afterState)
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{
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_commandList.Ptr->ResourceBarrierTransition(resource.NativeResource.Ptr, beforeState, afterState);
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}
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internal void SetGraphicsRootConstantBufferView(uint slot, ulong gpuAddress)
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{
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_commandList.Ptr->SetGraphicsRootConstantBufferView(slot, gpuAddress);
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}
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/// <summary>
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/// Draws a mesh using fully bindless rendering with SM 6.6 support.
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/// This method does not use the Input Assembler stage and instead relies on
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/// vertex and index buffer access through bindless descriptors in the shader.
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/// </summary>
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/// <param name="mesh">The mesh to draw</param>
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/// <param name="material">The bindless material to use</param>
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public void DrawMesh(Mesh mesh, Material material)
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{
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// Bind the bindless material (sets up root signature, pipeline state, and descriptor heaps)
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material.Bind(this);
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// For fully bindless rendering, we don't use the Input Assembler stage
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// Instead, we use instanced drawing where each "instance" represents a triangle
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// The shader will use SV_InstanceID to index into the index buffer and then into the vertex buffer
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_commandList.Ptr->IASetPrimitiveTopology(PrimitiveTopology.TriangleList);
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// Draw without vertex/index buffers - use instanced drawing
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// Each instance represents a triangle (3 vertices)
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var triangleCount = mesh.IndexCount / 3;
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_commandList.Ptr->DrawInstanced(3, triangleCount, 0, 0);
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}
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public void SetRenderTarget(RenderTexture? color, RenderTexture? depth)
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{
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var rtvHandle = color?.RenderTargetView?.CpuHandle;
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var rtvHandleValue = rtvHandle ?? default;
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var pRtvHandle = rtvHandle.HasValue ? &rtvHandleValue : null;
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var dsvHandle = depth?.RenderTargetView?.CpuHandle;
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var dsvHandleValue = dsvHandle ?? default;
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var pDsvHandle = dsvHandle.HasValue ? &dsvHandleValue : null;
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_commandList.Ptr->OMSetRenderTargets(1, pRtvHandle, false, pDsvHandle);
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}
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public void ClearRenderTarget(RenderTexture renderTarget, Color128 color)
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{
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renderTarget.ClearColor(this, color);
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}
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public void ClearDepthStencil(RenderTexture depthStencil, ClearFlags flags, float depth = 1.0f, byte stencil = 0)
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{
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depthStencil.ClearDepthStencil(this, flags, depth, stencil);
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}
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public void CopyResource(GraphicsResource dstResource, uint dstOffset, GraphicsResource srcResource, uint srcOffset, uint size)
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{
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_commandList.Ptr->CopyBufferRegion(dstResource.NativeResource, dstOffset, srcResource.NativeResource, srcOffset, size);
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}
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} |