Refactor and enhance resource management and rendering
Updated multiple components to improve encapsulation, maintainability, and performance. Key changes include: - Upgraded package dependencies in project files. - Refactored `Mesh` and `RenderingContext` to use properties and added support for per-object constant buffers. - Improved resource management in `D3D12CommandBuffer`, `D3D12CommandQueue`, and `D3D12ResourceAllocator` with better encapsulation and disposal handling. - Added validation for constant buffer sizes in `D3D12PipelineLibrary`. - Simplified `MeshBuilder` methods to accept allocators and removed hardcoded values. - Enhanced debugging with `GPUResourceLeakException` and resource tracking updates. - Updated shaders and rendering logic for testing, including hardcoded triangle rendering. - Removed redundant base classes and interfaces for cleaner code structure.
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@@ -6,6 +6,7 @@ using Ghost.Graphics.RHI;
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using Ghost.Graphics.Utilities;
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using Ghost.SDL.Compiler;
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using Misaki.HighPerformance.Image;
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using Misaki.HighPerformance.Mathematics;
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using Misaki.HighPerformance.Utilities;
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using TerraFX.Interop.Windows;
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@@ -57,42 +58,40 @@ internal unsafe class MeshRenderPass : IRenderPass
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ctx.PipelineLibrary.CompilePSO(in psoDes, in compileResult.GetValueRef()).GetValueOrThrow();
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}
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MeshBuilder.CreateCube(0.75f, default, out var vertices, out var indices);
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MeshBuilder.CreateCube(0.75f, default, Misaki.HighPerformance.LowLevel.Buffer.Allocator.Persistent, out var vertices, out var indices);
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_mesh = ctx.CreateMesh(vertices, indices);
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ctx.UpdateObjectData(_mesh, float4x4.identity);
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ctx.UploadMesh(_mesh, true);
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_shader = ctx.ResourceAllocator.CreateGraphicsShader(shaderDescriptor);
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_material = ctx.ResourceAllocator.CreateMaterial(_shader);
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var imageResults = new ImageResult[_textureFiles.Length];
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//_textures = new Handle<Texture>[_textureFiles.Length];
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//for (var i = 0; i < _textureFiles.Length; i++)
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//{
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// using var stream = File.OpenRead(_textureFiles[i]);
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// using var imageData = ImageResult.FromStream(stream);
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_textures = new Handle<Texture>[_textureFiles.Length];
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for (var i = 0; i < _textureFiles.Length; i++)
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{
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using var stream = File.OpenRead(_textureFiles[i]);
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using var imageData = ImageResult.FromStream(stream);
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imageResults[i] = imageData;
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// var desc = new TextureDesc
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// {
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// Width = imageData.Width,
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// Height = imageData.Height,
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// Dimension = TextureDimension.Texture2D,
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// Format = TextureFormat.R8G8B8A8_UNorm,
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// MipLevels = 1,
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// Slice = 1,
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// Usage = TextureUsage.ShaderResource,
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// };
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var desc = new TextureDesc
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{
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Width = imageData.Width,
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Height = imageData.Height,
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Dimension = TextureDimension.Texture2D,
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Format = TextureFormat.R8G8B8A8_UNorm,
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MipLevels = 1,
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Slice = 1,
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Usage = TextureUsage.ShaderResource,
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};
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_textures[i] = ctx.CreateTexture(ref desc);
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ctx.UploadTexture(_textures[i], new Span<byte>(imageData.Data, (int)imageData.Size));
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}
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// _textures[i] = ctx.CreateTexture(ref desc);
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// ctx.UploadTexture(_textures[i], new Span<byte>(imageData.Data, (int)imageData.Size));
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//}
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}
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public void Execute(ref readonly RenderingContext ctx)
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{
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ctx.DispatchMesh(_mesh, _material, "Forward", 8);
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ctx.DispatchMesh(_mesh, _material, "Forward", 3);
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}
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public void Cleanup(IResourceDatabase resourceDatabase)
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@@ -26,6 +26,7 @@ void MSMain(
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out vertices PixelInput outVerts[3],
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out indices uint3 outTris[1])
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{
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#if 0
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// Fetch bindless buffers
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ByteAddressBuffer vertexBuffer = ResourceDescriptorHeap[g_PerObjectData.vertexBuffer];
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ByteAddressBuffer indexBuffer = ResourceDescriptorHeap[g_PerObjectData.indexBuffer];
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@@ -45,8 +46,7 @@ void MSMain(
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v.uv = asfloat(vertexBuffer.Load4(vertexOffset + 64));
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SetMeshOutputCounts(3, 1);
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v.position = mul(g_PerViewData.cameraMatrix, mul(g_PerObjectData.localToWorld, v.position));
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//v.position = mul(g_PerViewData.cameraMatrix, mul(g_PerObjectData.localToWorld, v.position));
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// Write vertex output
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outVerts[vertexId].position = v.position;
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@@ -58,15 +58,50 @@ void MSMain(
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{
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outTris[0] = uint3(0, 1, 2);
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}
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#else
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// 1. Tell the hardware how much data to expect
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SetMeshOutputCounts(3, 1);
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// 2. Hardcoded Clip Space Positions (X, Y, Z, W)
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// Visible range: X[-1, 1], Y[-1, 1], Z[0, 1]
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// W must be 1.0
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float4 positions[3] =
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{
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float4(0.0f, 0.5f, 0.5f, 1.0f), // Top
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float4(0.5f, -0.5f, 0.5f, 1.0f), // Bottom Right
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float4(-0.5f, -0.5f, 0.5f, 1.0f) // Bottom Left
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};
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float4 colors[3] =
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{
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float4(g_PerObjectData.vertexBuffer, 0.0f, 0.0f, 1.0f), // Red
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float4(0.0f, g_PerObjectData.indexBuffer, 0.0f, 1.0f), // Green
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float4(0.0f, 0.0f, 0.0f, 1.0f) // Blue
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};
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uint gtid = groupThreadID.x;
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// 3. Write Vertex Data (Parallel)
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outVerts[gtid].position = positions[gtid];
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outVerts[gtid].color = colors[gtid];
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// 4. Write Index Data (Only 1st thread needs to do this)
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if (gtid == 0)
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{
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// Clockwise winding (Standard for DX12)
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outTris[0] = uint3(0, 1, 2);
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}
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#endif
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}
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float4 PSMain(PixelInput input) : SV_TARGET
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{
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float4 color1 = SAMPLE_TEXTURE2D_BINDLESS(g_PerMaterialData.texture1, 0, input.uv.xy);
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float4 color2 = SAMPLE_TEXTURE2D_BINDLESS(g_PerMaterialData.texture2, 0, input.uv.xy);
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float4 color3 = SAMPLE_TEXTURE2D_BINDLESS(g_PerMaterialData.texture3, 0, input.uv.xy);
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float4 color4 = SAMPLE_TEXTURE2D_BINDLESS(g_PerMaterialData.texture4, 0, input.uv.xy);
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//float4 color1 = SAMPLE_TEXTURE2D_BINDLESS(g_PerMaterialData.texture1, 0, input.uv.xy);
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//float4 color2 = SAMPLE_TEXTURE2D_BINDLESS(g_PerMaterialData.texture2, 0, input.uv.xy);
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//float4 color3 = SAMPLE_TEXTURE2D_BINDLESS(g_PerMaterialData.texture3, 0, input.uv.xy);
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//float4 color4 = SAMPLE_TEXTURE2D_BINDLESS(g_PerMaterialData.texture4, 0, input.uv.xy);
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float4 blendedColor = (color1 + color2 + color3 + color4) * 0.25f;
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return blendedColor * g_PerMaterialData.color;
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//float4 blendedColor = (color1 + color2 + color3 + color4) * 0.25f;
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return g_PerMaterialData.color + input.color;;
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//return input.color;
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}
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