Files
GhostEngine/Ghost.Graphics/Core/RenderingContext.cs

232 lines
9.8 KiB
C#

using Ghost.Core;
using Ghost.Core.Graphics;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
using Misaki.HighPerformance.LowLevel.Utilities;
namespace Ghost.Graphics.Core;
public unsafe readonly ref struct RenderingContext
{
private readonly IRenderDevice _device;
private readonly ICommandBuffer _directCmb;
private readonly ICommandBuffer _copyCmb;
private readonly ICommandBuffer _computeCmb;
private readonly IResourceAllocator _resourceAllocator;
private readonly IResourceDatabase _resourceDatabase;
private readonly IPipelineLibrary _stateController;
internal RenderingContext(
IRenderDevice device,
ICommandBuffer directCmd,
ICommandBuffer copyCmd,
ICommandBuffer computeCmd,
IResourceAllocator resourceAllocator,
IResourceDatabase resourceDatabase,
IPipelineLibrary stateController)
{
_device = device;
_directCmb = directCmd;
_copyCmb = copyCmd;
_computeCmb = computeCmd;
_resourceAllocator = resourceAllocator;
_resourceDatabase = resourceDatabase;
_stateController = stateController;
}
public Handle<Mesh> CreateMesh(UnsafeList<Vertex> vertices, UnsafeList<uint> indices)
{
var mesh = _resourceAllocator.CreateMesh(vertices, indices);
return mesh;
}
public Handle<Mesh> CreateMesh(ReadOnlySpan<Vertex> vertices, ReadOnlySpan<uint> indices)
{
var vertexList = new UnsafeList<Vertex>(vertices.Length, Allocator.Persistent);
var indexList = new UnsafeList<uint>(indices.Length, Allocator.Persistent);
vertexList.CopyFrom(vertices);
indexList.CopyFrom(indices);
return CreateMesh(vertexList, indexList);
}
// TODO: Make one memory pool for upload.
/// <summary>
/// Uploads the mesh data to the GPU.
/// </summary>
/// <param name="mesh">The handle point to the mesh buffer</param>
/// <param name="markMeshStatic">Whether to mark the mesh as static. If it's true, the cpu buffer of the mesh will not be avaliable any more</param>
public void UploadMesh(Handle<Mesh> mesh, bool markMeshStatic)
{
ref var meshData = ref _resourceDatabase.GetMeshReference(mesh);
var vertexState = _resourceDatabase.GetResourceState(meshData.vertexBuffer.AsResource());
var indexState = _resourceDatabase.GetResourceState(meshData.indexBuffer.AsResource());
var needVertexTransition = vertexState != ResourceState.CopyDest;
var needIndexTransition = indexState != ResourceState.CopyDest;
if (needVertexTransition)
{
_copyCmb.ResourceBarrier(meshData.vertexBuffer.AsResource(), vertexState, ResourceState.CopyDest);
_resourceDatabase.SetResourceState(meshData.vertexBuffer.AsResource(), ResourceState.CopyDest);
}
if (needIndexTransition)
{
_copyCmb.ResourceBarrier(meshData.indexBuffer.AsResource(), indexState, ResourceState.CopyDest);
_resourceDatabase.SetResourceState(meshData.indexBuffer.AsResource(), ResourceState.CopyDest);
}
_copyCmb.Upload(meshData.vertexBuffer, meshData.vertices.AsSpan());
_copyCmb.Upload(meshData.indexBuffer, meshData.indices.AsSpan());
if (needVertexTransition)
{
_copyCmb.ResourceBarrier(meshData.vertexBuffer.AsResource(), ResourceState.CopyDest, vertexState);
_resourceDatabase.SetResourceState(meshData.vertexBuffer.AsResource(), vertexState);
}
if (needIndexTransition)
{
_resourceDatabase.SetResourceState(meshData.indexBuffer.AsResource(), indexState);
_copyCmb.ResourceBarrier(meshData.indexBuffer.AsResource(), ResourceState.CopyDest, indexState);
}
if (markMeshStatic)
{
meshData.ReleaseCpuResources();
}
}
public Handle<Texture> CreateTexture(ref readonly TextureDesc desc, bool tempResource = false)
{
return _resourceAllocator.CreateTexture(in desc, tempResource);
}
public void UploadTexture(Handle<Texture> texture, ReadOnlySpan<byte> data)
{
var desc = _resourceDatabase.GetResourceDescription(texture.AsResource());
desc.textureDescription.Format.GetSurfaceInfo((int)desc.textureDescription.Width, (int)desc.textureDescription.Height, out var rowPitch, out var slicePitch, out _);
var subresourceData = new SubResourceData
{
pData = data.GetUnsafePtr(),
rowPitch = rowPitch,
slicePitch = slicePitch
};
var sateBefore = _resourceDatabase.GetResourceState(texture.AsResource());
var needTransition = sateBefore != ResourceState.CopyDest;
if (needTransition)
{
_copyCmb.ResourceBarrier(texture.AsResource(), sateBefore, ResourceState.CopyDest);
_resourceDatabase.SetResourceState(texture.AsResource(), ResourceState.CopyDest);
}
_copyCmb.Upload(texture, subresourceData);
if (needTransition)
{
_copyCmb.ResourceBarrier(texture.AsResource(), ResourceState.CopyDest, sateBefore);
_resourceDatabase.SetResourceState(texture.AsResource(), sateBefore);
}
}
#if false
// TODO: Ideally we should queue the draw call to our rendering system, and render it in the full rendering pipeline.
// This is just a place holder for now for testing purpose.
// TODO: Since we are using mesh shader, we should use dispatch mesh instead of draw calls.
public void RenderMesh(Handle<Mesh> mesh, Handle<Material> material, string passName)
{
ref var meshRef = ref _resourceDatabase.GetMeshReference(mesh);
ref var materialRef = ref _resourceDatabase.GetMaterialReference(material);
var shader = _resourceDatabase.GetShaderReference(materialRef.Shader);
shader.TryGetPassKey(passName, out var passIndex, out var passKey);
var hash = new GraphicsPipelineHash
{
id = passKey,
rtvCount = 1,
dsvFormat = TextureFormat.Unknown,
};
hash.rtvFormats[0] = TextureFormat.B8G8R8A8_UNorm;
var pipelineKey = hash.GetKey();
_directCmb.SetPipelineState(pipelineKey);
// FIX: Get valid root signature. In D3D12, we use fixed root signature layout for bindless rendering.
// However, our code should not assume that blindly. Each pipeline should have contained root signature info even if there are fixed.
// This ensures that future changes to root signature layout can be accommodated.
// for (int i = 0; i < 4; i++)
{
ref var cache = ref materialRef.GetPassCache(passIndex);
_directCmb.SetConstantBufferView(RootSignatureLayout.PER_MATERIAL_BUFFER_SLOT, cache.GpuResource);
}
// NOTE: Since we are using true bindless resources, we only need to set the descriptor heaps, not individual tables.
// TODO: Matbe handle the transitional bindless model?
#if false
var samplerGpuHandle = _descriptorAllocator.GetSamplerHeap()->GetGPUDescriptorHandleForHeapStart();
_commandList.Get()->SetGraphicsRootDescriptorTable(rootParamIndex, samplerGpuHandle);
#endif
_directCmb.SetPrimitiveTopology(PrimitiveTopology.Triangle);
// Draw without vertex/index buffers - use instanced drawing
// Each instance represents a triangle (3 vertices)
var triangleCount = (uint)meshRef.indices.Count / 3;
_directCmb.Draw(3, triangleCount, 0, 0);
}
#endif
// TODO: Ideally we should queue the draw call to our rendering system, and render it in the full rendering pipeline.
// This is just a place holder for now for testing purpose.
// TODO: Since we are using mesh shader, we should use dispatch mesh instead of draw calls.
public void DispatchMesh(Handle<Mesh> mesh, Handle<Material> material, string passName, uint numThreadsX)
{
ref var meshRef = ref _resourceDatabase.GetMeshReference(mesh);
ref var materialRef = ref _resourceDatabase.GetMaterialReference(material);
var shader = _resourceDatabase.GetShaderReference(materialRef.Shader);
shader.TryGetPassKey(passName, out var passIndex, out var passKey);
var hash = new GraphicsPipelineHash
{
id = passKey,
rtvCount = 1,
dsvFormat = TextureFormat.Unknown,
};
hash.rtvFormats[0] = TextureFormat.B8G8R8A8_UNorm;
var pipelineKey = hash.GetKey();
_directCmb.SetPipelineState(pipelineKey);
// FIX: Get valid root signature. In D3D12, we use fixed root signature layout for bindless rendering.
// However, our code should not assume that blindly. Each pipeline should have contained root signature info even if there are fixed.
// This ensures that future changes to root signature layout can be accommodated.
// for (int i = 0; i < 4; i++)
{
ref var cache = ref materialRef.GetPassCache(passIndex);
_directCmb.SetConstantBufferView(RootSignatureLayout.PER_MATERIAL_BUFFER_SLOT, cache.GpuResource);
}
// NOTE: Since we are using true bindless resources, we only need to set the descriptor heaps, not individual tables.
// TODO: Matbe handle the transitional bindless model?
#if false
var samplerGpuHandle = _descriptorAllocator.GetSamplerHeap()->GetGPUDescriptorHandleForHeapStart();
_commandList.Get()->SetGraphicsRootDescriptorTable(rootParamIndex, samplerGpuHandle);
#endif
var threadGroupCountX = ((uint)meshRef.indices.Count + numThreadsX - 1) / numThreadsX;
_directCmb.DispatchMesh(threadGroupCountX, 1, 1);
}
public void ExecuteCopyCommands()
{
_device.CopyQueue.Submit(_copyCmb);
_device.CopyQueue.WaitIdle();
}
}