Refactor rendering projects
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75
src/Runtime/Ghost.Graphics.RHI/RootSignatureLayout.cs
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75
src/Runtime/Ghost.Graphics.RHI/RootSignatureLayout.cs
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using Misaki.HighPerformance.Mathematics;
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using System.Runtime.InteropServices;
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namespace Ghost.Graphics.RHI;
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/// <summary>
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/// The layout of the root signature is:
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/// <list space="bullet">
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/// <item>
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/// Global buffer (b0)
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/// </item>
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/// <item>
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/// Per-view buffer (b1)
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/// </item>
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/// <item>
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/// Per-object buffer (b2)
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/// </item>
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/// <item>
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/// Per-material buffer (b3)
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/// </item>
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/// <item>
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/// Descriptor table for bindless textures (t0)
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/// </item>
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/// <item>
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/// Descriptor table for bindless samplers (s0)
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/// </item>
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/// </list>
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/// </summary>
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public static class RootSignatureLayout
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{
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// public const int GLOBAL_BUFFER_SLOT = 0;
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// public const int PER_VIEW_BUFFER_SLOT = 1;
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// public const int PER_OBJECT_BUFFER_SLOT = 2;
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// public const int PER_MATERIAL_BUFFER_SLOT = 3;
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// public const int TEXTURE_HEAP_SLOT = 0;
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// public const int SAMPLER_HEAP_SLOT = 0;
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public const int PUSH_CONSTANT_SLOT = 0;
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public const int ROOT_PARAMETER_COUNT = 1;
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}
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[StructLayout(LayoutKind.Sequential, Size = 16)]
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public struct PushConstantsData
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{
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public uint globalIndex;
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public uint viewIndex;
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public uint objectIndex;
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public uint materialIndex;
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}
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// The size should be 176 bytes (16-byte aligned)
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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public struct PerViewData
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{
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public float4x4 viewMatrix;
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public float4x4 projectionMatrix;
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public float3 cameraPosition;
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public float nearClip;
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public float3 cameraDirection;
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public float farClip;
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public float4 screenSize; // xy: size, zw: 1/size
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};
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// The size should be 96 bytes (16-byte aligned)
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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public struct PerObjectData
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{
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public float4x4 localToWorld;
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public float3 worldBoundsMin;
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public uint vertexBuffer;
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public float3 worldBoundsMax;
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public uint indexBuffer;
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};
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