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.
76 lines
1.8 KiB
C#
76 lines
1.8 KiB
C#
using Misaki.HighPerformance.Mathematics;
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using System.Runtime.InteropServices;
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namespace Ghost.Graphics.Core;
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/// <summary>
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/// The layout of the root signature is:
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/// <list space="bullet">
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/// <item>
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/// Global buffer (b0)
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/// </item>
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/// <item>
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/// Per-view buffer (b1)
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/// </item>
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/// <item>
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/// Per-object buffer (b2)
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/// </item>
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/// <item>
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/// Per-material buffer (b3)
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/// </item>
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/// <item>
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/// Descriptor table for bindless textures (t0)
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/// </item>
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/// <item>
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/// Descriptor table for bindless samplers (s0)
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/// </item>
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/// </list>
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/// </summary>
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public static class RootSignatureLayout
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{
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// public const int GLOBAL_BUFFER_SLOT = 0;
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// public const int PER_VIEW_BUFFER_SLOT = 1;
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// public const int PER_OBJECT_BUFFER_SLOT = 2;
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// public const int PER_MATERIAL_BUFFER_SLOT = 3;
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// public const int TEXTURE_HEAP_SLOT = 0;
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// public const int SAMPLER_HEAP_SLOT = 0;
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public const int PUSH_CONSTANT_SLOT = 0;
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public const int ROOT_PARAMETER_COUNT = 1;
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}
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[StructLayout(LayoutKind.Sequential, Size = 16)]
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public struct PushConstantsData
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{
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public uint globalIndex;
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public uint viewIndex;
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public uint objectIndex;
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public uint materialIndex;
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}
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// The size should be 176 bytes (16-byte aligned)
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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public struct PerViewData
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{
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public float4x4 viewMatrix;
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public float4x4 projectionMatrix;
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public float3 cameraPosition;
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public float nearClip;
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public float3 cameraDirection;
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public float farClip;
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public float4 screenSize; // xy: size, zw: 1/size
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};
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// The size should be 96 bytes (16-byte aligned)
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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public struct PerObjectData
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{
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public float4x4 localToWorld;
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public float3 worldBoundsMin;
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public uint vertexBuffer;
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public float3 worldBoundsMax;
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public uint indexBuffer;
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};
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