forked from Misaki/GhostEngine
168 lines
4.3 KiB
C#
168 lines
4.3 KiB
C#
using Ghost.Core;
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using System.Runtime.CompilerServices;
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namespace Ghost.RenderGraph.Concept;
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internal enum RenderGraphResourceType : int
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{
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Texture,
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Buffer,
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// AccelerationStructure,
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Count
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}
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public struct RGResource;
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public struct RGTexture;
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public struct RGBuffer;
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public static class RGResourceExtensions
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Identifier<RGResource> AsResource(this Identifier<RGTexture> texture)
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{
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return new Identifier<RGResource>(texture.Value);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Identifier<RGResource> AsResource(this Identifier<RGBuffer> buffer)
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{
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return new Identifier<RGResource>(buffer.Value);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal static Identifier<RGTexture> AsTexture(this Identifier<RGResource> resource)
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{
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return new Identifier<RGTexture>(resource.Value);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal static Identifier<RGBuffer> AsBuffer(this Identifier<RGResource> resource)
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{
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return new Identifier<RGBuffer>(resource.Value);
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}
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}
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internal readonly struct TextureAccess
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{
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public readonly Identifier<RGTexture> id;
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public readonly AccessFlags accessFlags;
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public TextureAccess(Identifier<RGTexture> id, AccessFlags accessFlags)
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{
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this.id = id;
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this.accessFlags = accessFlags;
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}
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}
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/// <summary>
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/// Texture formats supported by the render graph.
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/// </summary>
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public enum TextureFormat : int
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{
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RGBA8,
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RGBA16F,
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RGBA32F,
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Depth32F,
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Depth24Stencil8
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}
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/// <summary>
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/// Descriptor for creating a texture resource.
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/// </summary>
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public readonly struct TextureDescriptor : IEquatable<TextureDescriptor>
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{
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public readonly int width;
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public readonly int height;
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public readonly TextureFormat format;
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public readonly string name;
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public TextureDescriptor(int width, int height, TextureFormat format, string name)
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{
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this.width = width;
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this.height = height;
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this.format = format;
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this.name = name;
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}
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public readonly bool Equals(TextureDescriptor other)
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{
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return width == other.width &&
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height == other.height &&
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format == other.format &&
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name == other.name;
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}
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public override readonly bool Equals(object? obj) => obj is TextureDescriptor other && Equals(other);
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public override readonly int GetHashCode() => HashCode.Combine(width, height, format, name);
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public static bool operator ==(TextureDescriptor left, TextureDescriptor right)
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{
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return left.Equals(right);
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}
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public static bool operator !=(TextureDescriptor left, TextureDescriptor right)
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{
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return !(left == right);
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}
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}
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[Flags]
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public enum BufferUsage
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{
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None = 0,
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Vertex = 1 << 0,
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Index = 1 << 1,
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IndirectArgument = 1 << 7,
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Constant = 1 << 2,
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ShaderResource = 1 << 3,
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UnorderedAccess = 1 << 4,
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Structured = 1 << 5,
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Raw = 1 << 6,
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Upload = 1 << 8,
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Readback = 1 << 9,
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}
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public readonly struct BufferDescriptor : IEquatable<BufferDescriptor>
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{
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public readonly uint sizeInBytes;
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public readonly uint stride;
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public readonly BufferUsage usage;
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public readonly string name;
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public BufferDescriptor(uint sizeInBytes, uint stride, BufferUsage usage, string name)
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{
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this.sizeInBytes = sizeInBytes;
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this.stride = stride;
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this.usage = usage;
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this.name = name;
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}
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public readonly bool Equals(BufferDescriptor other)
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{
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return sizeInBytes == other.sizeInBytes &&
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stride == other.stride &&
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usage == other.usage &&
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name == other.name;
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}
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public override readonly bool Equals(object? obj) => obj is BufferDescriptor other && Equals(other);
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public override readonly int GetHashCode() => HashCode.Combine(sizeInBytes, name);
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public static bool operator ==(BufferDescriptor left, BufferDescriptor right)
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{
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return left.Equals(right);
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}
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public static bool operator !=(BufferDescriptor left, BufferDescriptor right)
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{
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return !(left == right);
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}
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}
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/// <summary>
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/// Base interface for pass data that can be stored in the blackboard.
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/// </summary>
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public interface IPassData
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{
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}
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