forked from Misaki/GhostEngine
Added implicate conversion to Result<T, E> and RefResult<T, E>; Added new ScheduleChunkParallel in EntityQuery; Remove Ghost.SparseEntity from solution file. It's now completlty replaced by Ghost.Entities;
122 lines
3.0 KiB
C#
122 lines
3.0 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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public struct ShaderPass : IResourceReleasable
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{
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public ShaderPassKey Identifier
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{
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get; init;
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}
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public ZTestOptions ZTest
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{
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get; set;
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}
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public ZWriteOptions ZWrite
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{
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get; set;
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}
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public CullOptions Cull
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{
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get; set;
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}
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public BlendOptions Blend
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{
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get; set;
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}
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public uint ColorMask
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{
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get; set;
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}
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// TODO: Shader variant.
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void IResourceReleasable.ReleaseResource(IResourceDatabase database)
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{
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}
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}
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/// <summary>
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/// A representation of a GPU shader, including all the passes it contains.
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/// </summary>
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public class Shader : IResourceReleasable, IIdentifierType
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{
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private readonly uint _cbufferSize;
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private UnsafeArray<ShaderPass> _passes;
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// TODO: Optmize lookups with a better data structure if needed
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private readonly Dictionary<string, int> _passLookup; // pass name to index
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public int PassCount => _passes.Count;
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public uint CBufferSize => _cbufferSize;
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internal Shader(ShaderDescriptor descriptor)
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{
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_cbufferSize = descriptor.cbufferSize;
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_passes = new UnsafeArray<ShaderPass>(descriptor.passes.Count, Allocator.Persistent);
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_passLookup = new Dictionary<string, int>(descriptor.passes.Count);
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for (var i = 0; i < descriptor.passes.Count; i++)
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{
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var pass = descriptor.passes[i];
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// TODO: Handle inherited passes
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if (pass is not FullPassDescriptor fullPass)
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{
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continue;
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}
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var passKey = new ShaderPassKey(pass.Identifier);
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_passes[i] = new ShaderPass
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{
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Identifier = passKey,
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ZTest = fullPass.localPipeline.zTest,
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ZWrite = fullPass.localPipeline.zWrite,
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Cull = fullPass.localPipeline.cull,
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Blend = fullPass.localPipeline.blend,
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ColorMask = fullPass.localPipeline.colorMask
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};
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_passLookup[pass.Name] = i;
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}
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}
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public int GetPassIndex(string passName)
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{
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return _passLookup.GetValueOrDefault(passName, -1);
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}
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public ref ShaderPass GetPassReference(int index)
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{
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return ref _passes[index];
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}
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public RefResult<ShaderPass, ErrorStatus> TryGetPassKey(string passName, out int passIndex)
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{
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var index = _passLookup.GetValueOrDefault(passName, -1);
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if (index == -1)
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{
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passIndex = -1;
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return ErrorStatus.NotFound;
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}
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passIndex = index;
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return RefResult<ShaderPass, ErrorStatus>.Success(ref _passes[index]);
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}
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void IResourceReleasable.ReleaseResource(IResourceDatabase database)
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{
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_passes.Dispose();
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}
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}
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