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.
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@@ -10,6 +10,8 @@ struct Vertex
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float4 color;
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};
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#define SIZEOF_VERTEX 80 // bytes
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// Resource descriptor heap definitions
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#define GLOBAL_TEXTURE2D_HEAP ResourceDescriptorHeap
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@@ -44,50 +46,52 @@ struct Vertex
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#define GET_BUFFER(id) GLOBAL_BUFFER_HEAP[id]
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#define GET_SAMPLER(id) GLOBAL_SAMPLER_HEAP[id]
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#define SAMPLE_TEXTURE2D(texId, sampId, uv) SampleTexture2D(texId, sampId, uv)
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#define SAMPLE_TEXTURE2D_LEVEL(texId, sampId, uv, level) SampleTexture2DLevel(texId, sampId, uv, level)
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#define SAMPLE_TEXTURE2D_ARRAY(texId, sampId, uvw) SampleTextureArray(texId, sampId, uvw)
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#define MESH_SHADER_THREADS(x) [NumThreads(x, 1, 1)]
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inline float4 SampleTexture2D(uint texId, uint sampId, float2 uv)
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static inline float4 SampleTexture2D(uint texId, uint sampId, float2 uv)
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{
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Texture2D tex = GET_TEXTURE2D(texId);
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SamplerState samp = GET_SAMPLER(sampId);
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return tex.Sample(samp, uv);
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}
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inline float4 SampleTexture2DLevel(uint texId, uint sampId, float2 uv, float level)
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static inline float4 SampleTexture2DLevel(uint texId, uint sampId, float2 uv, float level)
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{
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Texture2D tex = GET_TEXTURE2D(texId);
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SamplerState samp = GET_SAMPLER(sampId);
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return tex.SampleLevel(samp, uv, level);
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}
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inline float4 SampleTextureArray(uint texId, uint sampId, float3 uv)
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static inline float4 SampleTextureArray(uint texId, uint sampId, float3 uvw)
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{
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Texture2DArray tex = GET_TEXTURE2D_ARRAY(texId);
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SamplerState samp = GET_SAMPLER(sampId);
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return tex.Sample(samp, uvw.xyz);
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return tex.Sample(samp, uvw);
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}
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inline Vertex LoadVertexData(uint vertexID, uint groupID, BYTE_ADDRESS_BUFFER vertexBuffer, BYTE_ADDRESS_BUFFER indexBuffer)
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static inline Vertex LoadVertexData(uint vertexID, uint groupID, BYTE_ADDRESS_BUFFER vertexBuffer, BYTE_ADDRESS_BUFFER indexBuffer)
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{
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// Fetch bindless buffers
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ByteAddressBuffer vertexBuffer = GET_BUFFER(vertexBuffer);
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ByteAddressBuffer indexBuffer = GET_BUFFER(indexBuffer);
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ByteAddressBuffer vertices = GET_BUFFER(vertexBuffer);
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ByteAddressBuffer indices = GET_BUFFER(indexBuffer);
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// Compute the triangle’s vertex indices
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uint indexOffset = (groupID * 3 + vertexID) * 4; // uint32 index
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uint vertexIndex = indexBuffer.Load(indexOffset);
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uint vertexIndex = indices.Load(indexOffset);
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// Load vertex attributes
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uint vertexOffset = vertexIndex * 80; // 80 bytes per vertex
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uint vertexOffset = vertexIndex * SIZEOF_VERTEX;
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Vertex v;
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v.position = asfloat(vertexBuffer.Load4(vertexOffset + 0));
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v.normal = asfloat(vertexBuffer.Load4(vertexOffset + 16));
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v.tangent = asfloat(vertexBuffer.Load4(vertexOffset + 32));
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v.uv = asfloat(vertexBuffer.Load4(vertexOffset + 48));
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v.color = asfloat(vertexBuffer.Load4(vertexOffset + 64));
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v.position = asfloat(vertices.Load4(vertexOffset + 0));
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v.normal = asfloat(vertices.Load4(vertexOffset + 16));
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v.tangent = asfloat(vertices.Load4(vertexOffset + 32));
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v.uv = asfloat(vertices.Load4(vertexOffset + 48));
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v.color = asfloat(vertices.Load4(vertexOffset + 64));
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return v;
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}
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@@ -14,9 +14,9 @@ struct PerObjectData
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{
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float4x4 localToWorld;
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float3 worldBoundsMin;
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BYTE_ADDRESS_BUFFER_BINDLESS vertexBuffer;
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BYTE_ADDRESS_BUFFER vertexBuffer;
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float3 worldBoundsMax;
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BYTE_ADDRESS_BUFFER_BINDLESS indexBuffer;
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BYTE_ADDRESS_BUFFER indexBuffer;
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};
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cbuffer GlobalConstants : register(b0)
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