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

View File

@@ -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;
}

View File

@@ -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)