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.
51 lines
1.8 KiB
HLSL
51 lines
1.8 KiB
HLSL
#include "F:/csharp/GhostEngine/Ghost.DSL/BuiltIn/Properties.hlsl"
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#include "F:/csharp/GhostEngine/Ghost.DSL/BuiltIn/Common.hlsl"
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struct PixelInput
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{
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float4 position : SV_POSITION;
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float4 color : COLOR;
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float4 uv : TEXCOORD0;
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};
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[MESH_SHADER_THREADS(3)] // 3 threads per triangle
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[OUTPUT_TRIANGLE_TOPOLOGY]
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void MSMain(
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uint3 groupThreadID : SV_GroupThreadID,
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uint groupID : SV_GroupID,
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out vertices PixelInput outVerts[3],
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out indices uint3 outTris[1])
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{
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uint vertexId = groupThreadID.x;
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PerObjectData perObjectData = LoadData<PerObjectData>(g_PushConstantData.perObjectBuffer, 0);
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Vertex v = LoadVertexData(vertexId, groupID.x, perObjectData.vertexBuffer, perObjectData.indexBuffer);
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SetMeshOutputCounts(3, 1);
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//v.position = mul(g_PerViewData.cameraMatrix, mul(g_PerObjectData.localToWorld, v.position));
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// Write vertex output
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outVerts[vertexId].position = v.position;
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outVerts[vertexId].color = v.color;
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outVerts[vertexId].uv = v.uv;
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// Thread 0 defines topology
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if (vertexId == 0)
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{
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outTris[0] = uint3(0, 1, 2);
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}
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}
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float4 PSMain(PixelInput input) : SV_TARGET
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{
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PerMaterialData perMaterialData = LoadData<PerMaterialData>(g_PushConstantData.perMaterialBuffer, 0);
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float4 color1 = SAMPLE_TEXTURE2D(perMaterialData.texture1, perMaterialData.tex_sampler, input.uv.xy);
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float4 color2 = SAMPLE_TEXTURE2D(perMaterialData.texture2, perMaterialData.tex_sampler, input.uv.xy);
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float4 color3 = SAMPLE_TEXTURE2D(perMaterialData.texture3, perMaterialData.tex_sampler, input.uv.xy);
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float4 color4 = SAMPLE_TEXTURE2D(perMaterialData.texture4, perMaterialData.tex_sampler, input.uv.xy);
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float4 blendedColor = (color1 + color2 + color3 + color4) * 0.25f;
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return perMaterialData.color * blendedColor;
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}
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