Add sampler support and refactor resource handling

Enhanced shader and resource systems with `Sampler` support, including updates to `ShaderPropertyType`, HLSL code, and resource management. Refactored `Result` structs for better type safety and added new enums for texture and comparison settings. Improved `MeshRenderPass` to dynamically load textures and samplers. Updated SDL compiler and token lexicon for `Sampler` handling. Embedded debug info in project files and streamlined resource state tracking.
This commit is contained in:
2025-11-29 18:27:47 +09:00
parent bd97d233cb
commit 0ec318a9ab
30 changed files with 463 additions and 166 deletions

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@@ -10,6 +10,8 @@ struct Vertex
float4 color;
};
#define SIZEOF_VERTEX 80 // bytes
// Resource descriptor heap definitions
#define GLOBAL_TEXTURE2D_HEAP ResourceDescriptorHeap
@@ -44,50 +46,52 @@ struct Vertex
#define GET_BUFFER(id) GLOBAL_BUFFER_HEAP[id]
#define GET_SAMPLER(id) GLOBAL_SAMPLER_HEAP[id]
#define SAMPLE_TEXTURE2D(texId, sampId, uv) SampleTexture2D(texId, sampId, uv)
#define SAMPLE_TEXTURE2D_LEVEL(texId, sampId, uv, level) SampleTexture2DLevel(texId, sampId, uv, level)
#define SAMPLE_TEXTURE2D_ARRAY(texId, sampId, uvw) SampleTextureArray(texId, sampId, uvw)
#define MESH_SHADER_THREADS(x) [NumThreads(x, 1, 1)]
inline float4 SampleTexture2D(uint texId, uint sampId, float2 uv)
static inline float4 SampleTexture2D(uint texId, uint sampId, float2 uv)
{
Texture2D tex = GET_TEXTURE2D(texId);
SamplerState samp = GET_SAMPLER(sampId);
return tex.Sample(samp, uv);
}
inline float4 SampleTexture2DLevel(uint texId, uint sampId, float2 uv, float level)
static inline float4 SampleTexture2DLevel(uint texId, uint sampId, float2 uv, float level)
{
Texture2D tex = GET_TEXTURE2D(texId);
SamplerState samp = GET_SAMPLER(sampId);
return tex.SampleLevel(samp, uv, level);
}
inline float4 SampleTextureArray(uint texId, uint sampId, float3 uv)
static inline float4 SampleTextureArray(uint texId, uint sampId, float3 uvw)
{
Texture2DArray tex = GET_TEXTURE2D_ARRAY(texId);
SamplerState samp = GET_SAMPLER(sampId);
return tex.Sample(samp, uvw.xyz);
return tex.Sample(samp, uvw);
}
inline Vertex LoadVertexData(uint vertexID, uint groupID, BYTE_ADDRESS_BUFFER vertexBuffer, BYTE_ADDRESS_BUFFER indexBuffer)
static inline Vertex LoadVertexData(uint vertexID, uint groupID, BYTE_ADDRESS_BUFFER vertexBuffer, BYTE_ADDRESS_BUFFER indexBuffer)
{
// Fetch bindless buffers
ByteAddressBuffer vertexBuffer = GET_BUFFER(vertexBuffer);
ByteAddressBuffer indexBuffer = GET_BUFFER(indexBuffer);
ByteAddressBuffer vertices = GET_BUFFER(vertexBuffer);
ByteAddressBuffer indices = GET_BUFFER(indexBuffer);
// Compute the triangles vertex indices
uint indexOffset = (groupID * 3 + vertexID) * 4; // uint32 index
uint vertexIndex = indexBuffer.Load(indexOffset);
uint vertexIndex = indices.Load(indexOffset);
// Load vertex attributes
uint vertexOffset = vertexIndex * 80; // 80 bytes per vertex
uint vertexOffset = vertexIndex * SIZEOF_VERTEX;
Vertex v;
v.position = asfloat(vertexBuffer.Load4(vertexOffset + 0));
v.normal = asfloat(vertexBuffer.Load4(vertexOffset + 16));
v.tangent = asfloat(vertexBuffer.Load4(vertexOffset + 32));
v.uv = asfloat(vertexBuffer.Load4(vertexOffset + 48));
v.color = asfloat(vertexBuffer.Load4(vertexOffset + 64));
v.position = asfloat(vertices.Load4(vertexOffset + 0));
v.normal = asfloat(vertices.Load4(vertexOffset + 16));
v.tangent = asfloat(vertices.Load4(vertexOffset + 32));
v.uv = asfloat(vertices.Load4(vertexOffset + 48));
v.color = asfloat(vertices.Load4(vertexOffset + 64));
return v;
}

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@@ -14,9 +14,9 @@ struct PerObjectData
{
float4x4 localToWorld;
float3 worldBoundsMin;
BYTE_ADDRESS_BUFFER_BINDLESS vertexBuffer;
BYTE_ADDRESS_BUFFER vertexBuffer;
float3 worldBoundsMax;
BYTE_ADDRESS_BUFFER_BINDLESS indexBuffer;
BYTE_ADDRESS_BUFFER indexBuffer;
};
cbuffer GlobalConstants : register(b0)

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@@ -182,6 +182,9 @@ internal class PropertiesBlock : IBlockParser<PropertiesSyntax, List<PropertySem
TokenLexicon.KnownTypes.TEXTURE2D => ShaderPropertyType.Texture2D,
TokenLexicon.KnownTypes.TEXTURE3D => ShaderPropertyType.Texture3D,
TokenLexicon.KnownTypes.TEXTURECUBE => ShaderPropertyType.TextureCube,
TokenLexicon.KnownTypes.TEXTURECUBE_ARRAY => ShaderPropertyType.TextureCubeArray,
TokenLexicon.KnownTypes.TEXTURE2D_ARRAY => ShaderPropertyType.Texture2DArray,
TokenLexicon.KnownTypes.SAMPLER => ShaderPropertyType.Sampler,
_ => ShaderPropertyType.None,
};
}

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@@ -257,7 +257,7 @@ internal static class SDLCompiler
return Result.Failure("Failed to generate global properties: " + globalPropResult.Message);
}
var generatedResult = GenerateShaderCode(desc, generatedOutputDirectory);
var generatedResult = GenerateShaderCode(desc, generatedOutputDirectory, globalPropResult.Value);
if (generatedResult.IsFailure)
{
return Result.Failure("Failed to generate pass files: " + generatedResult.Message);
@@ -269,7 +269,7 @@ internal static class SDLCompiler
}
catch (Exception ex)
{
return Result.Failure("Failed to generate shader files: " + ex.Message);
return Result.Failure("Failed to compile shader: " + ex.Message);
}
}
@@ -294,16 +294,17 @@ internal static class SDLCompiler
ShaderPropertyType.Bool3 => "bool3",
ShaderPropertyType.Bool4 => "bool4",
// NOTE: Textures here are bindless, represented as uint (descriptor index).
ShaderPropertyType.Texture2D => "TEXTURE2D_BINDLESS",
ShaderPropertyType.Texture3D => "TEXTURE3D_BINDLESS",
ShaderPropertyType.TextureCube => "TEXTURECUBE_BINDLESS",
ShaderPropertyType.Texture2DArray => "TEXTURE2D_ARRAY_BINDLESS",
ShaderPropertyType.TextureCubeArray => "TEXTURECUBE_ARRAY_BINDLESS",
ShaderPropertyType.Texture2D => "TEXTURE2D",
ShaderPropertyType.Texture3D => "TEXTURE3D",
ShaderPropertyType.TextureCube => "TEXTURECUBE",
ShaderPropertyType.Texture2DArray => "TEXTURE2D_ARRAY",
ShaderPropertyType.TextureCubeArray => "TEXTURECUBE_ARRAY",
ShaderPropertyType.Sampler => "SAMPLER",
_ => throw new ArgumentOutOfRangeException(nameof(type), $"Unsupported shader property type: {type}")
};
}
public static Result<string> GenerateShaderCode(ShaderDescriptor descriptor, string targetDirectory)
public static Result<string> GenerateShaderCode(ShaderDescriptor descriptor, string targetDirectory, string globalDataPath)
{
if (!Directory.Exists(targetDirectory))
{
@@ -329,7 +330,8 @@ internal static class SDLCompiler
#ifndef {fileDefine}
#define {fileDefine}
#include ""F:/csharp/GhostEngine/Ghost.Shader/BuiltIn/Common.hlsl""");
#include ""F:/csharp/GhostEngine/Ghost.Shader/BuiltIn/Common.hlsl""
#include ""{globalDataPath}""");
sb.Append(@"
struct PerMaterialData

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@@ -176,6 +176,8 @@ internal static class TokenLexicon
public const string TEXTURE3D = "tex3d";
public const string TEXTURECUBE = "texcube";
public const string TEXTURECUBE_ARRAY = "texcube_arr";
public const string SAMPLER = "sampler";
}
public static class KnownTextureValue
@@ -218,6 +220,7 @@ internal static class TokenLexicon
KnownTypes.BOOL, KnownTypes.BOOL2, KnownTypes.BOOL3, KnownTypes.BOOL4,
KnownTypes.TEXTURE2D, KnownTypes.TEXTURE2D_ARRAY, KnownTypes.TEXTURE3D,
KnownTypes.TEXTURECUBE, KnownTypes.TEXTURECUBE_ARRAY,
KnownTypes.SAMPLER,
};
private static readonly HashSet<string> s_textureDefaultValues = new()