Continue working on RHI

This commit is contained in:
2025-09-12 21:44:32 +09:00
parent 1b0ef03728
commit 1dfed83e38
49 changed files with 1780 additions and 2195 deletions

View File

@@ -2,129 +2,131 @@ using Win32.Graphics.Direct3D12;
namespace Ghost.Graphics.D3D12;
/// <summary>
/// Base class descriptor implementations.
/// </summary>
public abstract class Descriptor
{
protected readonly uint index;
protected readonly bool isShaderVisible;
protected Descriptor(uint index, bool isShaderVisible)
{
this.index = index;
this.isShaderVisible = isShaderVisible;
}
public bool IsValid => index != uint.MaxValue;
public uint Index => index;
public bool IsShaderVisible => isShaderVisible;
/// <summary>
/// Gets the CPU descriptor handle.
/// </summary>
public abstract CpuDescriptorHandle CpuHandle
{
get;
}
/// <summary>
/// Gets the GPU descriptor handle (only valid for shader-visible descriptors).
/// </summary>
public abstract GpuDescriptorHandle GpuHandle
{
get;
}
}
/// <summary>
/// Implementation of render target view (RTV) descriptor.
/// </summary>
public sealed class RenderTargetDescriptor : Descriptor
public readonly struct RenderTargetDescriptor
{
private readonly CpuDescriptorHandle _cpuHandle;
public RenderTargetDescriptor(uint index, CpuDescriptorHandle cpuHandle)
: base(index, false)
public uint Index
{
_cpuHandle = cpuHandle;
get;
}
public override CpuDescriptorHandle CpuHandle => _cpuHandle;
public override GpuDescriptorHandle GpuHandle => default;
public CpuDescriptorHandle CpuHandle
{
get;
}
public RenderTargetDescriptor(uint index, CpuDescriptorHandle cpuHandle)
{
Index = index;
CpuHandle = cpuHandle;
}
}
/// <summary>
/// Implementation of depth stencil view (DSV) descriptor.
/// </summary>
public sealed class DepthStencilDescriptor : Descriptor
public readonly struct DepthStencilDescriptor
{
private readonly CpuDescriptorHandle _cpuHandle;
public DepthStencilDescriptor(uint index, CpuDescriptorHandle cpuHandle)
: base(index, false) // DSVs are not shader visible
public uint Index
{
_cpuHandle = cpuHandle;
get;
}
public override CpuDescriptorHandle CpuHandle => _cpuHandle;
public override GpuDescriptorHandle GpuHandle => default;
public CpuDescriptorHandle CpuHandle
{
get;
}
public DepthStencilDescriptor(uint index, CpuDescriptorHandle cpuHandle)
{
Index = index;
CpuHandle = cpuHandle;
}
}
/// <summary>
/// Implementation of shader resource view (SRV) descriptor.
/// </summary>
public sealed class ShaderResourceDescriptor : Descriptor
public sealed class ShaderResourceDescriptor
{
private readonly CpuDescriptorHandle _cpuHandle;
private readonly GpuDescriptorHandle _gpuHandle;
public ShaderResourceDescriptor(uint index, CpuDescriptorHandle cpuHandle, GpuDescriptorHandle gpuHandle)
: base(index, true)
public uint Index
{
_cpuHandle = cpuHandle;
_gpuHandle = gpuHandle;
get;
}
public override CpuDescriptorHandle CpuHandle => _cpuHandle;
public override GpuDescriptorHandle GpuHandle => _gpuHandle;
public CpuDescriptorHandle CpuHandle
{
get;
}
public GpuDescriptorHandle GpuHandle
{
get;
}
public ShaderResourceDescriptor(uint index, CpuDescriptorHandle cpuHandle, GpuDescriptorHandle gpuHandle)
{
Index = index;
CpuHandle = cpuHandle;
GpuHandle = gpuHandle;
}
}
/// <summary>
/// Implementation of sampler descriptor.
/// </summary>
public sealed class SamplerDescriptor : Descriptor
public sealed class SamplerDescriptor
{
private readonly CpuDescriptorHandle _cpuHandle;
private readonly GpuDescriptorHandle _gpuHandle;
public SamplerDescriptor(uint index, CpuDescriptorHandle cpuHandle, GpuDescriptorHandle gpuHandle)
: base(index, true)
public uint Index
{
_cpuHandle = cpuHandle;
_gpuHandle = gpuHandle;
get;
}
public override CpuDescriptorHandle CpuHandle => _cpuHandle;
public override GpuDescriptorHandle GpuHandle => _gpuHandle;
public CpuDescriptorHandle CpuHandle
{
get;
}
public GpuDescriptorHandle GpuHandle
{
get;
}
public SamplerDescriptor(uint index, CpuDescriptorHandle cpuHandle, GpuDescriptorHandle gpuHandle)
{
Index = index;
CpuHandle = cpuHandle;
GpuHandle = gpuHandle;
}
}
/// <summary>
/// Implementation of bindless descriptor for SM 6.6 rendering.
/// This descriptor maintains a 1:1 relationship between allocation indices and shader indices.
/// </summary>
public sealed class BindlessDescriptor : Descriptor
public sealed class BindlessDescriptor
{
private readonly CpuDescriptorHandle _cpuHandle;
private readonly GpuDescriptorHandle _gpuHandle;
public BindlessDescriptor(uint index, CpuDescriptorHandle cpuHandle, GpuDescriptorHandle gpuHandle)
: base(index, true)
public uint Index
{
_cpuHandle = cpuHandle;
_gpuHandle = gpuHandle;
get;
}
public override CpuDescriptorHandle CpuHandle => _cpuHandle;
public override GpuDescriptorHandle GpuHandle => _gpuHandle;
public CpuDescriptorHandle CpuHandle
{
get;
}
public GpuDescriptorHandle GpuHandle
{
get;
}
public BindlessDescriptor(uint index, CpuDescriptorHandle cpuHandle, GpuDescriptorHandle gpuHandle)
{
Index = index;
CpuHandle = cpuHandle;
GpuHandle = gpuHandle;
}
}