forked from Misaki/GhostEngine
- Introduced `Handle<T>` and `Identifier<T>` for lightweight, strongly-typed resource identifiers. - Replaced `BitSet` with `UnsafeBitSet` for improved performance and memory safety. - Refactored `Mesh` and `Material` into `MeshClass` and `MaterialClass` for better GPU resource handling. - Added `D3D12ResourceDatabase` to centralize GPU resource tracking and lifecycle management. - Updated `D3D12ShaderCompiler` to load shaders from disk and dynamically populate constant buffers and textures. - Enhanced `ICommandBuffer` with new upload operations for buffers and textures. - Refactored `Vertex` struct for simplified memory layout and better performance. - Updated `MeshBuilder` and rendering logic to align with new resource and shader structures. - Added `BindlessDescriptor` support to `TextureHandle` and `BufferHandle`. - Removed unused classes and performed general cleanup. - Updated unit tests and demos to reflect the new architecture.
161 lines
4.9 KiB
C#
161 lines
4.9 KiB
C#
using Ghost.Graphics.Contracts;
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using Ghost.Graphics.D3D12;
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using Ghost.Graphics.Data;
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using Ghost.Graphics.RHI;
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using Ghost.Graphics.Utilities;
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using System.Numerics;
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namespace Ghost.Graphics.RenderPasses;
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/// <summary>
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/// Simplified bindless mesh render pass using high-level bindless APIs with fully bindless vertex/index buffer access
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/// </summary>
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internal unsafe class MeshRenderPass : IRenderPass
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{
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private const string _HLSL_SOURCE = @"
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cbuffer ConstantBuffer : register(b0)
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{
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float4 _Color;
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uint _TextureIndex1;
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uint _TextureIndex2;
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uint _TextureIndex3;
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uint _TextureIndex4;
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uint _VertexBufferIndex;
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uint _IndexBufferIndex;
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};
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// SM 6.6 approach - direct access to global descriptor heap
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SamplerState _MainSampler : register(s0);
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struct Vertex
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{
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float4 position;
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float4 normal;
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float4 tangent;
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float4 color;
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float4 uv;
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};
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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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// Bindless vertex shader that fetches vertex data from bindless buffers
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PixelInput VSMain(uint vertexId : SV_VertexID, uint instanceId : SV_InstanceID)
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{
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// Get bindless buffers
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ByteAddressBuffer vertexBuffer = ResourceDescriptorHeap[_VertexBufferIndex];
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ByteAddressBuffer indexBuffer = ResourceDescriptorHeap[_IndexBufferIndex];
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// For fully bindless rendering, we use instanced drawing where:
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// - Each instance represents a triangle (instanceId = triangle index)
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// - vertexId goes from 0 to 2 (the 3 vertices of the triangle)
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// Calculate the index into the index buffer
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uint indexOffset = (instanceId * 3 + vertexId) * 4; // 4 bytes per index (uint32)
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uint vertexIndex = indexBuffer.Load(indexOffset);
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// Calculate the offset into the vertex buffer
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uint vertexOffset = vertexIndex * 80; // 80 bytes per vertex (5 * float4)
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// Load vertex data from bindless vertex buffer
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Vertex vertex;
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vertex.position = asfloat(vertexBuffer.Load4(vertexOffset + 0));
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vertex.normal = asfloat(vertexBuffer.Load4(vertexOffset + 16));
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vertex.tangent = asfloat(vertexBuffer.Load4(vertexOffset + 32));
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vertex.color = asfloat(vertexBuffer.Load4(vertexOffset + 48));
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vertex.uv = asfloat(vertexBuffer.Load4(vertexOffset + 64));
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// Output transformed vertex
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PixelInput output;
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output.position = vertex.position;
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output.color = vertex.color;
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output.uv = vertex.uv;
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return output;
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}
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float4 PSMain(PixelInput input) : SV_TARGET
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{
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// SM 6.6 Modern Bindless Approach:
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// ResourceDescriptorHeap[index] directly accesses any texture in the heap
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Texture2D tex1 = ResourceDescriptorHeap[_TextureIndex1];
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Texture2D tex2 = ResourceDescriptorHeap[_TextureIndex2];
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Texture2D tex3 = ResourceDescriptorHeap[_TextureIndex3];
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Texture2D tex4 = ResourceDescriptorHeap[_TextureIndex4];
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// Sample the textures
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float4 color1 = tex1.Sample(_MainSampler, input.uv.xy);
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float4 color2 = tex2.Sample(_MainSampler, input.uv.xy);
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float4 color3 = tex3.Sample(_MainSampler, input.uv.xy);
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float4 color4 = tex4.Sample(_MainSampler, input.uv.xy);
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// Blend all textures together (simple average)
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float4 blendedColor = (color1 + color2 + color3 + color4) * 0.25f;
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return blendedColor * _Color;
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}
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";
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// High-level bindless objects
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private MeshClass? _mesh;
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private Shader? _shader;
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private MaterialClass? _material;
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private Texture2D[]? _textures;
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// Texture file paths for this demo
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private readonly string[] _textureFiles = [
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"C:/Users/Misaki/Downloads/Im/Icon.png",
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"C:/Users/Misaki/Downloads/Im/Backdrop.jpg",
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"C:/Users/Misaki/Downloads/Im/101167591_p0.png",
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"C:/Users/Misaki/Downloads/Im/yande.re 1134666 blue_archive nakamasa_ichika sugarhigh.jpg"
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];
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public void Initialize(ICommandBuffer cmd)
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{
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_mesh = MeshBuilder.CreateCube(0.75f);
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_mesh.UploadMeshData();
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_shader = new ShaderData(_HLSL_SOURCE);
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_material = new Material(_shader);
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_textures = new Texture2D[_textureFiles.Length];
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for (var i = 0; i < _textureFiles.Length; i++)
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{
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_textures[i] = Texture2D.FromFile(_textureFiles[i]);
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_textures[i].UploadTextureData();
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}
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_material.SetVector("_Color", new Vector4(1.0f, 1.0f, 1.0f, 1.0f));
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for (var i = 0; i < _textures.Length; i++)
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{
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var texture = _textures[i];
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_material.SetTexture($"_TextureIndex{i + 1}", texture);
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}
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_material.SetMeshBuffer(_mesh);
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_material.UploadMaterialData();
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}
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public void Execute(ICommandBuffer cmd)
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{
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cmd.DrawMesh(_mesh!, _material!);
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}
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public void Dispose()
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{
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_mesh?.Dispose();
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_shader?.Dispose();
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_material?.Dispose();
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if (_textures != null)
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{
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foreach (var texture in _textures)
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{
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texture?.Dispose();
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}
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}
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}
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} |