Files
GhostEngine/Ghost.Graphics/RenderPasses/ShaderCode.hlsl
Misaki 4173ff2432 Refactor RenderGraph barrier/state tracking system
Major overhaul of resource barrier and state tracking in RenderGraph:
- Introduce ResourceBarrierData for explicit (layout, access, sync) tracking.
- Separate aliasing and transition barriers; explicit aliasing support.
- Remove BufferHint; infer buffer usage from BufferUsage flags.
- Update TextureAccess/BufferAccess to include usage requirements.
- Improve enums (BarrierSync, BarrierAccess, BarrierLayout) for D3D12 alignment.
- Update D3D12CommandBuffer to use new barrier data and error handling.
- Make D3D12DescriptorHeap a class; add ReleaseSampler to IResourceDatabase.
- Reset resource pools and aliasing managers each frame.
- Batch and flush barriers efficiently per pass.
- Update HLSL mesh shader macros to [NumThreads].
- Remove obsolete code and improve documentation.
This refactor improves correctness, extensibility, and prepares for advanced features.
2026-01-22 20:51:58 +09:00

51 lines
1.8 KiB
HLSL

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