Migrate rendering from oop to dod

This commit is contained in:
2025-09-16 20:55:20 +09:00
parent 74bb2ccda5
commit 6a504cefc8
20 changed files with 263 additions and 449 deletions

View File

@@ -1,16 +0,0 @@
namespace Ghost.Core;
public ref struct Ref<T>
{
private ref T _value;
public ref T Value
{
get => ref _value;
}
public Ref(ref T value)
{
_value = ref value;
}
}

View File

@@ -62,7 +62,7 @@ public unsafe class CommandList
_commandList.Ptr->OMSetRenderTargets(1, pRtvHandle, false, pDsvHandle); _commandList.Ptr->OMSetRenderTargets(1, pRtvHandle, false, pDsvHandle);
} }
public void ClearRenderTarget(RenderTexture renderTarget, Color128 color) public void ClearRenderTarget(RenderTexture renderTarget, Color16 color)
{ {
renderTarget.ClearColor(this, color); renderTarget.ClearColor(this, color);
} }

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@@ -11,6 +11,7 @@ namespace Ghost.Graphics.D3D12;
internal unsafe class D3D12Buffer : IBuffer internal unsafe class D3D12Buffer : IBuffer
{ {
private readonly BufferHandle _handle; private readonly BufferHandle _handle;
private readonly D3D12ResourceAllocator? _allocator;
private readonly ComPtr<ID3D12Resource> _externalResource; // For externally managed resources private readonly ComPtr<ID3D12Resource> _externalResource; // For externally managed resources
private ResourceState _currentState; private ResourceState _currentState;
private void* _mappedPtr; private void* _mappedPtr;
@@ -41,9 +42,11 @@ internal unsafe class D3D12Buffer : IBuffer
get; get;
} }
public BufferHandle Handle => _handle;
public ResourceState CurrentState => _currentState; public ResourceState CurrentState => _currentState;
public ID3D12Resource* NativeResource => _externalResource.Get() == null ? _handle.ResourceHandle.GetAllocation().Resource : _externalResource.Get(); public ID3D12Resource* NativeResource => _externalResource.Get() == null ? _allocator!.GetResource(_handle.ResourceHandle) : _externalResource.Get();
/// <summary> /// <summary>
/// Constructor for wrapping existing D3D12 resources /// Constructor for wrapping existing D3D12 resources
@@ -51,6 +54,8 @@ internal unsafe class D3D12Buffer : IBuffer
public D3D12Buffer(ComPtr<ID3D12Resource> resource, ulong size, BufferUsage usage, MemoryType memoryType) public D3D12Buffer(ComPtr<ID3D12Resource> resource, ulong size, BufferUsage usage, MemoryType memoryType)
{ {
_handle = BufferHandle.Invalid; _handle = BufferHandle.Invalid;
_allocator = null;
_externalResource = resource.Move(); _externalResource = resource.Move();
Size = size; Size = size;
@@ -62,9 +67,12 @@ internal unsafe class D3D12Buffer : IBuffer
/// <summary> /// <summary>
/// Constructor for allocator-managed buffers /// Constructor for allocator-managed buffers
/// </summary> /// </summary>
public D3D12Buffer(BufferHandle handle, ref readonly BufferDesc desc) public D3D12Buffer(BufferHandle handle, ref readonly BufferDesc desc, D3D12ResourceAllocator allocator)
{ {
_handle = handle; _handle = handle;
_allocator = allocator;
_externalResource = default;
Size = desc.Size; Size = desc.Size;
Usage = desc.Usage; Usage = desc.Usage;
@@ -75,7 +83,9 @@ internal unsafe class D3D12Buffer : IBuffer
public void* Map() public void* Map()
{ {
if (_mappedPtr != null) if (_mappedPtr != null)
{
return _mappedPtr; return _mappedPtr;
}
if (MemoryType != MemoryType.Upload && MemoryType != MemoryType.Readback) if (MemoryType != MemoryType.Upload && MemoryType != MemoryType.Readback)
{ {
@@ -107,13 +117,16 @@ internal unsafe class D3D12Buffer : IBuffer
public void Dispose() public void Dispose()
{ {
if (_disposed) if (_disposed)
{
return; return;
}
Unmap(); Unmap();
if (_handle.IsValid) if (_handle.IsValid)
{ {
_handle.Dispose(); // Release resource via allocator
_allocator?.ReleaseResource(_handle.ResourceHandle);
} }
else else
{ {

View File

@@ -63,7 +63,7 @@ internal unsafe class D3D12CommandBuffer : ICommandBuffer
_isRecording = false; _isRecording = false;
} }
public void BeginRenderPass(IRenderTarget renderTarget, Color128 clearColor) public void BeginRenderPass(IRenderTarget renderTarget, Color16 clearColor)
{ {
// TODO: Implement render pass begin // TODO: Implement render pass begin
throw new NotImplementedException(); throw new NotImplementedException();

View File

@@ -169,7 +169,7 @@ public unsafe class D3D12Renderer : IRenderer
private void RenderScene(IRenderTarget target, ICommandBuffer cmd) private void RenderScene(IRenderTarget target, ICommandBuffer cmd)
{ {
var clearColor = new Color128 { r = 1.0f, g = 0.0f, b = 1.0f, a = 1.0f }; var clearColor = new Color16 { r = 1.0f, g = 0.0f, b = 1.0f, a = 1.0f };
cmd.BeginRenderPass(target, clearColor); cmd.BeginRenderPass(target, clearColor);
@@ -207,7 +207,7 @@ public unsafe class D3D12Renderer : IRenderer
// 3. Apply post-processing effects (tone mapping, gamma correction, etc.) // 3. Apply post-processing effects (tone mapping, gamma correction, etc.)
// For now, just clear the destination (this should be replaced with actual blit) // For now, just clear the destination (this should be replaced with actual blit)
var clearColor = new Color128 { r = 0.0f, g = 0.0f, b = 0.0f, a = 1.0f }; var clearColor = new Color16 { r = 0.0f, g = 0.0f, b = 0.0f, a = 1.0f };
cmd.BeginRenderPass(destination, clearColor); cmd.BeginRenderPass(destination, clearColor);
cmd.EndRenderPass(); cmd.EndRenderPass();

View File

@@ -16,15 +16,13 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator<ID3D12Resource
{ {
public readonly Allocation allocation; public readonly Allocation allocation;
public readonly uint cpuFenceValue; public readonly uint cpuFenceValue;
public readonly uint generation;
public bool Allocated => allocation.IsNotNull; public bool Allocated => allocation.IsNotNull;
public AllocationInfo(in Allocation allocation, uint cpuFenceValue, uint generation) public AllocationInfo(in Allocation allocation, uint cpuFenceValue)
{ {
this.allocation = allocation; this.allocation = allocation;
this.cpuFenceValue = cpuFenceValue; this.cpuFenceValue = cpuFenceValue;
this.generation = generation;
} }
public void Dispose() public void Dispose()
@@ -48,8 +46,7 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator<ID3D12Resource
private readonly RenderSystem _renderSystem; private readonly RenderSystem _renderSystem;
private readonly D3D12DescriptorAllocator _descriptorAllocator; private readonly D3D12DescriptorAllocator _descriptorAllocator;
private UnsafeList<AllocationInfo> _allocations = new(64, Misaki.HighPerformance.LowLevel.Buffer.Allocator.Persistent); private UnsafeSlotMap<AllocationInfo> _allocations = new(64, Misaki.HighPerformance.LowLevel.Buffer.Allocator.Persistent);
private UnsafeQueue<int> _freeSlots = new(64, Misaki.HighPerformance.LowLevel.Buffer.Allocator.Persistent);
private UnsafeQueue<ResourceHandle> _temResources = new(64, Misaki.HighPerformance.LowLevel.Buffer.Allocator.Persistent); private UnsafeQueue<ResourceHandle> _temResources = new(64, Misaki.HighPerformance.LowLevel.Buffer.Allocator.Persistent);
private Guid* IID_NULL private Guid* IID_NULL
@@ -99,32 +96,7 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator<ID3D12Resource
private ResourceHandle TrackResource(ref readonly Allocation allocation, bool isTemp) private ResourceHandle TrackResource(ref readonly Allocation allocation, bool isTemp)
{ {
int id; var id = _allocations.Add(new(in allocation, _renderSystem.CPUFenceValue), out var generation);
uint generation;
AllocationInfo allocInfo;
if (_freeSlots.Count > 0)
{
id = _freeSlots.Dequeue();
var info = _allocations[id];
if (info.Allocated)
{
throw new InvalidOperationException($"ERROR: Resource ID {id} registered as free but still allocated.");
}
generation = info.generation + 1;
allocInfo = new AllocationInfo(in allocation, _renderSystem.CPUFenceValue, generation);
_allocations[id] = allocInfo;
}
else
{
id = _allocations.Count;
generation = 0u;
allocInfo = new AllocationInfo(in allocation, _renderSystem.CPUFenceValue, generation);
_allocations.Add(allocInfo);
}
var handle = new ResourceHandle(id, generation); var handle = new ResourceHandle(id, generation);
if (isTemp) if (isTemp)
@@ -217,19 +189,6 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator<ID3D12Resource
return new(handle); return new(handle);
} }
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public BufferHandle CreateUploadBuffer(uint sizeInBytes, bool tempResource = false)
{
var desc = new BufferDesc
{
Size = sizeInBytes,
Usage = BufferUsage.Upload,
MemoryType = MemoryType.Upload
};
return CreateBufferHandle(in desc, tempResource);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)] [MethodImpl(MethodImplOptions.AggressiveInlining)]
public IRenderTarget CreateRenderTarget(ref readonly RenderTargetDesc desc, bool tempResource = false) public IRenderTarget CreateRenderTarget(ref readonly RenderTargetDesc desc, bool tempResource = false)
{ {
@@ -246,7 +205,7 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator<ID3D12Resource
[MethodImpl(MethodImplOptions.AggressiveInlining)] [MethodImpl(MethodImplOptions.AggressiveInlining)]
public IBuffer CreateBuffer(ref readonly BufferDesc desc, bool tempResource = false) public IBuffer CreateBuffer(ref readonly BufferDesc desc, bool tempResource = false)
{ {
return new D3D12Buffer(CreateBufferHandle(in desc, tempResource), in desc); return new D3D12Buffer(CreateBufferHandle(in desc, tempResource), in desc, this);
} }
#region Conversion Methods #region Conversion Methods
@@ -367,9 +326,9 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator<ID3D12Resource
while (_temResources.Count > 0) while (_temResources.Count > 0)
{ {
var handle = _temResources.Peek(); var handle = _temResources.Peek();
var info = _allocations[handle.id];
if (info.Allocated && info.cpuFenceValue > _renderSystem.CPUFenceValue) if (_allocations.TryGetElementAt(handle.id, handle.generation, out var info)
&& info.Allocated)
{ {
break; break;
} }
@@ -386,13 +345,13 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator<ID3D12Resource
throw new InvalidOperationException("Invalid resource handle."); throw new InvalidOperationException("Invalid resource handle.");
} }
ref var allocationInfo = ref _allocations[handle.id]; var info = _allocations.GetElementAt(handle.id, handle.generation);
if (!allocationInfo.Allocated || allocationInfo.generation != handle.generation) if (!info.Allocated)
{ {
throw new InvalidOperationException($"Resource with ID {handle.id} and generation {handle.generation} is not allocated or has been released."); throw new InvalidOperationException($"Resource with ID {handle.id} and generation {handle.generation} is not allocated or has been released.");
} }
return allocationInfo.allocation.Resource; return info.allocation.Resource;
} }
public void ReleaseResource(ResourceHandle handle) public void ReleaseResource(ResourceHandle handle)
@@ -402,15 +361,15 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator<ID3D12Resource
return; return;
} }
ref var allocationInfo = ref _allocations[handle.id]; ref var info = ref _allocations.GetElementReferenceAt(handle.id, handle.generation, out var exist);
if (!allocationInfo.Allocated || allocationInfo.generation != handle.generation) if (!exist || !info.Allocated)
{ {
return; return;
} }
allocationInfo.Dispose(); info.Dispose();
_freeSlots.Enqueue(handle.id); _allocations.Remove(handle.id, handle.generation);
} }
public void Dispose() public void Dispose()
@@ -421,9 +380,9 @@ internal unsafe class D3D12ResourceAllocator : IResourceAllocator<ID3D12Resource
throw new InvalidOperationException($"ResourceAllocator is being disposed with {_allocations.Count} allocations still registered. Ensure all resources are released before disposing."); throw new InvalidOperationException($"ResourceAllocator is being disposed with {_allocations.Count} allocations still registered. Ensure all resources are released before disposing.");
} }
#endif #endif
for (var i = 0; i < _allocations.Count; i++) foreach (var info in _allocations)
{ {
_allocations[i].Dispose(); info.Dispose();
} }
_allocations.Dispose(); _allocations.Dispose();

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@@ -0,0 +1,11 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Ghost.Graphics.D3D12;
internal class D3D12ResourceDatabase
{
}

View File

@@ -10,11 +10,11 @@ internal unsafe static class D3D12PipelineResource
public const int BACK_BUFFER_COUNT = 2; public const int BACK_BUFFER_COUNT = 2;
private readonly static InputElementDescription[] s_inputElementDescs = [ private readonly static InputElementDescription[] s_inputElementDescs = [
new InputElementDescription{ SemanticName = Vertex.Semantic.PositionName, SemanticIndex = 0u, Format = Format.R32G32B32A32Float, InputSlot = 0u, AlignedByteOffset = 0u, InputSlotClass = InputClassification.PerVertexData, InstanceDataStepRate = 0 }, new InputElementDescription{ SemanticName = Vertex.Semantic.pPositionName, SemanticIndex = 0u, Format = Format.R32G32B32A32Float, InputSlot = 0u, AlignedByteOffset = 0u, InputSlotClass = InputClassification.PerVertexData, InstanceDataStepRate = 0 },
new InputElementDescription{ SemanticName = Vertex.Semantic.NormalName, SemanticIndex = 0u, Format = Format.R32G32B32A32Float, InputSlot = 0u, AlignedByteOffset = 16u, InputSlotClass = InputClassification.PerVertexData, InstanceDataStepRate = 0 }, new InputElementDescription{ SemanticName = Vertex.Semantic.pNormalName, SemanticIndex = 0u, Format = Format.R32G32B32A32Float, InputSlot = 0u, AlignedByteOffset = 16u, InputSlotClass = InputClassification.PerVertexData, InstanceDataStepRate = 0 },
new InputElementDescription{ SemanticName = Vertex.Semantic.TangentName, SemanticIndex = 0u, Format = Format.R32G32B32A32Float, InputSlot = 0u, AlignedByteOffset = 32u, InputSlotClass = InputClassification.PerVertexData, InstanceDataStepRate = 0 }, new InputElementDescription{ SemanticName = Vertex.Semantic.pTangentName, SemanticIndex = 0u, Format = Format.R32G32B32A32Float, InputSlot = 0u, AlignedByteOffset = 32u, InputSlotClass = InputClassification.PerVertexData, InstanceDataStepRate = 0 },
new InputElementDescription{ SemanticName = Vertex.Semantic.ColorName, SemanticIndex = 0u, Format = Format.R32G32B32A32Float, InputSlot = 0u, AlignedByteOffset = 48u, InputSlotClass = InputClassification.PerVertexData, InstanceDataStepRate = 0 }, new InputElementDescription{ SemanticName = Vertex.Semantic.pColorName, SemanticIndex = 0u, Format = Format.R32G32B32A32Float, InputSlot = 0u, AlignedByteOffset = 48u, InputSlotClass = InputClassification.PerVertexData, InstanceDataStepRate = 0 },
new InputElementDescription{ SemanticName = Vertex.Semantic.UVName, SemanticIndex = 0u, Format = Format.R32G32B32A32Float, InputSlot = 0u, AlignedByteOffset = 64u, InputSlotClass = InputClassification.PerVertexData, InstanceDataStepRate = 0 } new InputElementDescription{ SemanticName = Vertex.Semantic.pUVName, SemanticIndex = 0u, Format = Format.R32G32B32A32Float, InputSlot = 0u, AlignedByteOffset = 64u, InputSlotClass = InputClassification.PerVertexData, InstanceDataStepRate = 0 }
]; ];
public const Format SWAP_CHAIN_BACK_BUFFER_FORMAT = Format.B8G8R8A8Unorm; public const Format SWAP_CHAIN_BACK_BUFFER_FORMAT = Format.B8G8R8A8Unorm;

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@@ -1,251 +0,0 @@
using System.Numerics;
using System.Runtime.CompilerServices;
namespace Ghost.Graphics.Data;
public struct Bounds : IEquatable<Bounds>
{
/// <summary>
/// The minimum point contained by the AABB.
/// </summary>
/// <remarks>
/// If any component of <see cref="Min"/> is greater than <see cref="Max"/> then this AABB is invalid.
/// </remarks>
/// <seealso cref="IsValid"/>
public Vector3 Min
{
get;
set;
}
/// <summary>
/// The maximum point contained by the AABB.
/// </summary>
/// <remarks>
/// If any component of <see cref="Max"/> is less than <see cref="Min"/> then this AABB is invalid.
/// </remarks>
/// <seealso cref="IsValid"/>
public Vector3 Max
{
get;
set;
}
/// <summary>
/// Constructs the AABB with the given minimum and maximum.
/// </summary>
/// <remarks>
/// If you have a center and extents, you can call <see cref="CreateFromCenterAndExtents"/> or <see cref="CreateFromCenterAndHalfExtents"/>
/// to create the AABB.
/// </remarks>
/// <param name="min">Minimum point inside AABB.</param>
/// <param name="max">Maximum point inside AABB.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public Bounds(Vector3 min, Vector3 max)
{
Min = min;
Max = max;
}
/// <summary>
/// Creates the AABB from a center and extents.
/// </summary>
/// <remarks>
/// This function takes full extents. It is the distance between <see cref="Min"/> and <see cref="Max"/>.
/// If you have half extents, you can call <see cref="CreateFromCenterAndHalfExtents"/>.
/// </remarks>
/// <param name="center">Center of AABB.</param>
/// <param name="extents">Full extents of AABB.</param>
/// <returns>AABB created from inputs.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Bounds CreateFromCenterAndExtents(Vector3 center, Vector3 extents)
{
return CreateFromCenterAndHalfExtents(center, extents * 0.5f);
}
/// <summary>
/// Creates the AABB from a center and half extents.
/// </summary>
/// <remarks>
/// This function takes half extents. It is half the distance between <see cref="Min"/> and <see cref="Max"/>.
/// If you have full extents, you can call <see cref="CreateFromCenterAndExtents"/>.
/// </remarks>
/// <param name="center">Center of AABB.</param>
/// <param name="halfExtents">Half extents of AABB.</param>
/// <returns>AABB created from inputs.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Bounds CreateFromCenterAndHalfExtents(Vector3 center, Vector3 halfExtents)
{
return new Bounds(center - halfExtents, center + halfExtents);
}
/// <summary>
/// Creates a new AABB with zero extents, centered at the origin.
/// </summary>
public static Bounds Zero
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
return new Bounds(Vector3.Zero, Vector3.Zero);
}
}
/// <summary>
/// Computes the extents of the AABB.
/// </summary>
/// <remarks>
/// Extents is the componentwise distance between min and max.
/// </remarks>
public readonly Vector3 Extents => Max - Min;
/// <summary>
/// Computes the half extents of the AABB.
/// </summary>
/// <remarks>
/// HalfExtents is half of the componentwise distance between min and max. Subtracting HalfExtents from Center
/// gives Min and adding HalfExtents to Center gives Max.
/// </remarks>
public readonly Vector3 HalfExtents => (Max - Min) * 0.5f;
/// <summary>
/// Computes the center of the AABB.
/// </summary>
public readonly Vector3 Center => (Max + Min) * 0.5f;
/// <summary>
/// Check if the AABB is valid.
/// </summary>
/// <remarks>
/// An AABB is considered valid if <see cref="Min"/> is componentwise less than or equal to <see cref="Max"/>.
/// </remarks>
/// <returns>True if <see cref="Min"/> is componentwise less than or equal to <see cref="Max"/>.</returns>
public readonly bool IsValid => Vector3.Dot(Min, Min) <= Vector3.Dot(Max, Max);
/// <summary>
/// Computes the surface area for this axis aligned bounding box.
/// </summary>
public readonly float SurfaceArea
{
get
{
var diff = Max - Min;
return 2 * Vector3.Dot(diff, new Vector3(diff.Y, diff.Z, diff.X));
}
}
/// <summary>
/// Tests if the input point is contained by the AABB.
/// </summary>
/// <param name="point">Point to test.</param>
/// <returns>True if AABB contains the input point.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly bool Contains(Vector3 point) => Vector3.Dot(point, point) >= Vector3.Dot(Min, Min) && Vector3.Dot(point, point) <= Vector3.Dot(Max, Max);
/// <summary>
/// Tests if the input AABB is contained entirely by this AABB.
/// </summary>
/// <param name="aabb">AABB to test.</param>
/// <returns>True if input AABB is contained entirely by this AABB.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly bool Contains(Bounds aabb) => Vector3.Dot(Min, Min) <= Vector3.Dot(aabb.Min, aabb.Min) && Vector3.Dot(Max, Max) >= Vector3.Dot(aabb.Max, aabb.Max);
/// <summary>
/// Tests if the input AABB overlaps this AABB.
/// </summary>
/// <param name="aabb">AABB to test.</param>
/// <returns>True if input AABB overlaps with this AABB.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly bool Overlaps(Bounds aabb)
{
return Vector3.Dot(Max, Max) >= Vector3.Dot(aabb.Min, aabb.Min) && Vector3.Dot(Min, Min) <= Vector3.Dot(aabb.Max, aabb.Max);
}
/// <summary>
/// Expands the AABB by the given signed distance.
/// </summary>
/// <remarks>
/// Positive distance expands the AABB while negative distance shrinks the AABB.
/// </remarks>
/// <param name="signedDistance">Signed distance to expand the AABB with.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Expand(float signedDistance)
{
Min -= new Vector3(signedDistance);
Max += new Vector3(signedDistance);
}
/// <summary>
/// Encapsulates the given AABB.
/// </summary>
/// <remarks>
/// Modifies this AABB so that it contains the given AABB. If the given AABB is already contained by this AABB,
/// then this AABB doesn't change.
/// </remarks>
/// <seealso cref="Contains(Unity.Mathematics.Geometry.MinMaxAABB)"/>
/// <param name="aabb">AABB to encapsulate.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Encapsulate(Bounds aabb)
{
Min = Vector3.Min(Min, aabb.Min);
Max = Vector3.Max(Max, aabb.Max);
}
/// <summary>
/// Encapsulate the given point.
/// </summary>
/// <remarks>
/// Modifies this AABB so that it contains the given point. If the given point is already contained by this AABB,
/// then this AABB doesn't change.
/// </remarks>
/// <seealso cref="Contains(Unity.Mathematics.float3)"/>
/// <param name="point">Point to encapsulate.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Encapsulate(Vector3 point)
{
Min = Vector3.Min(Min, point);
Max = Vector3.Max(Max, point);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool Equals(Bounds other)
{
return Min.Equals(other.Min) && Max.Equals(other.Max);
}
public override bool Equals(object? obj)
{
if (obj is Bounds bounds)
{
return Equals(bounds);
}
return false;
}
public static bool operator ==(Bounds left, Bounds right)
{
return left.Equals(right);
}
public static bool operator !=(Bounds left, Bounds right)
{
return !(left == right);
}
public override int GetHashCode()
{
unchecked
{
var hash = 17;
hash = hash * 31 + Min.GetHashCode();
hash = hash * 31 + Max.GetHashCode();
return hash;
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly override string ToString()
{
return string.Format("Bounds({0}, {1})", Min, Max);
}
}

View File

@@ -4,17 +4,17 @@ using System.Runtime.InteropServices;
namespace Ghost.Graphics.Data; namespace Ghost.Graphics.Data;
/// <summary> /// <summary>
/// Represents a color with 32-bit components."/> /// Represents a color with 4 bytes components.
/// </summary> /// </summary>
[StructLayout(LayoutKind.Sequential, Size = 4)] [StructLayout(LayoutKind.Sequential, Size = 4)]
public struct Color32 : IEquatable<Color32> public struct Color4 : IEquatable<Color4>
{ {
public byte r; public byte r;
public byte g; public byte g;
public byte b; public byte b;
public byte a; public byte a;
public Color32(byte r, byte g, byte b, byte a) public Color4(byte r, byte g, byte b, byte a)
{ {
this.r = r; this.r = r;
this.g = g; this.g = g;
@@ -22,24 +22,24 @@ public struct Color32 : IEquatable<Color32>
this.a = a; this.a = a;
} }
public Color32(Color color) public Color4(Color color)
: this(color.R, color.G, color.B, color.A) : this(color.R, color.G, color.B, color.A)
{ {
} }
public Color32(Color128 color128) public Color4(Color16 color128)
: this((byte)(color128.r * 255.0f), (byte)(color128.g * 255.0f), (byte)(color128.b * 255.0f), (byte)(color128.a * 255.0f)) : this((byte)(color128.r * 255.0f), (byte)(color128.g * 255.0f), (byte)(color128.b * 255.0f), (byte)(color128.a * 255.0f))
{ {
} }
public readonly bool Equals(Color32 other) public readonly bool Equals(Color4 other)
{ {
return r == other.r && g == other.g && b == other.b && a == other.a; return r == other.r && g == other.g && b == other.b && a == other.a;
} }
public override readonly bool Equals(object? obj) public override readonly bool Equals(object? obj)
{ {
return obj is Color32 color && Equals(color); return obj is Color4 color && Equals(color);
} }
public override readonly int GetHashCode() public override readonly int GetHashCode()
@@ -47,29 +47,29 @@ public struct Color32 : IEquatable<Color32>
return HashCode.Combine(r, g, b, a); return HashCode.Combine(r, g, b, a);
} }
public static bool operator ==(Color32 left, Color32 right) public static bool operator ==(Color4 left, Color4 right)
{ {
return left.Equals(right); return left.Equals(right);
} }
public static bool operator !=(Color32 left, Color32 right) public static bool operator !=(Color4 left, Color4 right)
{ {
return !(left == right); return !(left == right);
} }
} }
/// <summary> /// <summary>
/// Represents a color with 128-bit components. /// Represents a color with 16 bytes components.
/// </summary> /// </summary>
[StructLayout(LayoutKind.Sequential, Size = 16)] [StructLayout(LayoutKind.Sequential, Size = 16)]
public struct Color128 : IEquatable<Color128> public struct Color16 : IEquatable<Color16>
{ {
public float r; public float r;
public float g; public float g;
public float b; public float b;
public float a; public float a;
public Color128(float r, float g, float b, float a) public Color16(float r, float g, float b, float a)
{ {
this.r = r; this.r = r;
this.g = g; this.g = g;
@@ -77,24 +77,24 @@ public struct Color128 : IEquatable<Color128>
this.a = a; this.a = a;
} }
public Color128(Color color) public Color16(Color color)
: this(color.R / 255.0f, color.G / 255.0f, color.B / 255.0f, color.A / 255.0f) : this(color.R / 255.0f, color.G / 255.0f, color.B / 255.0f, color.A / 255.0f)
{ {
} }
public Color128(Color32 color32) public Color16(Color4 color32)
: this(color32.r / 255.0f, color32.g / 255.0f, color32.b / 255.0f, color32.a / 255.0f) : this(color32.r / 255.0f, color32.g / 255.0f, color32.b / 255.0f, color32.a / 255.0f)
{ {
} }
public readonly bool Equals(Color128 other) public readonly bool Equals(Color16 other)
{ {
return r.Equals(other.r) && g.Equals(other.g) && b.Equals(other.b) && a.Equals(other.a); return r.Equals(other.r) && g.Equals(other.g) && b.Equals(other.b) && a.Equals(other.a);
} }
public override readonly bool Equals(object? obj) public override readonly bool Equals(object? obj)
{ {
return obj is Color128 color && Equals(color); return obj is Color16 color && Equals(color);
} }
public readonly override int GetHashCode() public readonly override int GetHashCode()
@@ -102,12 +102,12 @@ public struct Color128 : IEquatable<Color128>
return HashCode.Combine(r, g, b, a); return HashCode.Combine(r, g, b, a);
} }
public static bool operator ==(Color128 left, Color128 right) public static bool operator ==(Color16 left, Color16 right)
{ {
return left.Equals(right); return left.Equals(right);
} }
public static bool operator !=(Color128 left, Color128 right) public static bool operator !=(Color16 left, Color16 right)
{ {
return !(left == right); return !(left == right);
} }

View File

@@ -0,0 +1,54 @@
namespace Ghost.Graphics.Data;
public struct BatchMaterialID : IEquatable<BatchMaterialID>
{
public uint value;
public static BatchMaterialID Null => new() { value = 0 };
public override int GetHashCode()
{
return value.GetHashCode();
}
public readonly override bool Equals(object? obj)
{
return obj is BatchMaterialID id && Equals(id);
}
public readonly bool Equals(BatchMaterialID other)
{
return value == other.value;
}
public readonly int CompareTo(BatchMaterialID other)
{
return value.CompareTo(other.value);
}
public static bool operator ==(BatchMaterialID a, BatchMaterialID b)
{
return a.Equals(b);
}
public static bool operator !=(BatchMaterialID a, BatchMaterialID b)
{
return !a.Equals(b);
}
}
internal class GraphicsResourceManager
{
private readonly Dictionary<BatchMaterialID, Material> _materials = new();
private readonly Dictionary<BatchMeshID, MeshHandle> _meshes = new();
public Material GetMaterial(BatchMaterialID id)
{
return _materials.TryGetValue(id, out var material) ? material : Material.Null;
}
public MeshHandle GetMesh(BatchMeshID id)
{
return _meshes.TryGetValue(id, out var mesh) ? mesh : MeshHandle.Invalid;
}
}

View File

@@ -3,6 +3,7 @@ using Ghost.Graphics.RHI;
using Misaki.HighPerformance.LowLevel.Buffer; using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections; using Misaki.HighPerformance.LowLevel.Collections;
using Misaki.HighPerformance.LowLevel.Helpers; using Misaki.HighPerformance.LowLevel.Helpers;
using Misaki.HighPerformance.Mathematics.Geometry;
using System.Numerics; using System.Numerics;
using System.Runtime.CompilerServices; using System.Runtime.CompilerServices;
using Win32.Graphics.Direct3D12; using Win32.Graphics.Direct3D12;
@@ -10,19 +11,85 @@ using Win32.Graphics.Dxgi.Common;
namespace Ghost.Graphics.Data; namespace Ghost.Graphics.Data;
/// <summary>
/// The CPU-side mesh data structure.
/// </summary>
public struct MeshData
{
public UnsafeList<Vertex> vertices;
public UnsafeList<int> indices;
public AABB boundingBox;
public MeshHandle handle;
public MeshData()
{
handle = MeshHandle.Invalid;
}
}
/// <summary>
/// The GPU-side mesh handle containing buffer references.
/// </summary>
public struct MeshHandle
{
public BufferHandle vertexBuffer;
public BufferHandle indexBuffer;
public static MeshHandle Invalid => new() { vertexBuffer = BufferHandle.Invalid, indexBuffer = BufferHandle.Invalid };
public readonly bool IsValid => vertexBuffer.IsValid && indexBuffer.IsValid;
}
public struct BatchMeshID : IEquatable<BatchMeshID>
{
public int value;
public static BatchMeshID Null => new() { value = -1 };
public readonly override int GetHashCode()
{
return value.GetHashCode();
}
public readonly override bool Equals(object? obj)
{
return obj is BatchMeshID id && Equals(id);
}
public readonly bool Equals(BatchMeshID other)
{
return value == other.value;
}
public readonly int CompareTo(BatchMeshID other)
{
return value.CompareTo(other.value);
}
public static bool operator ==(BatchMeshID a, BatchMeshID b)
{
return a.Equals(b);
}
public static bool operator !=(BatchMeshID a, BatchMeshID b)
{
return !a.Equals(b);
}
}
public unsafe sealed class Mesh : IDisposable public unsafe sealed class Mesh : IDisposable
{ {
private UnsafeList<Vertex> _vertices; private UnsafeList<Vertex> _vertices;
private UnsafeList<int> _indices; private UnsafeList<int> _indices;
private Bounds _boundingBox; private AABB _boundingBox;
private IBuffer? _vertexBuffer; private IBuffer? _vertexBuffer;
private IBuffer? _indexBuffer; private IBuffer? _indexBuffer;
public Span<Vertex> Vertices => _vertices.AsSpan(); public Span<Vertex> Vertices => _vertices.AsSpan();
public Span<int> Indices => _indices.AsSpan(); public Span<int> Indices => _indices.AsSpan();
public Bounds BoundingBox => _boundingBox; public AABB BoundingBox => _boundingBox;
public uint VertexCount => (uint)_vertices.Count; public uint VertexCount => (uint)_vertices.Count;
public uint IndexCount => (uint)_indices.Count; public uint IndexCount => (uint)_indices.Count;
@@ -296,62 +363,6 @@ public unsafe sealed class Mesh : IDisposable
CreateBindlessDescriptors(); CreateBindlessDescriptors();
} }
/// <summary>
/// Creates SRVs for vertex and index buffers in the bindless descriptor heap
/// </summary>
private void CreateBindlessDescriptors()
{
if (_vertexBuffer == null || _indexBuffer == null)
{
return;
}
// Allocate new descriptors from the descriptor allocator
_vertexBufferDescriptor = GraphicsPipeline.DescriptorAllocator.AllocateBindless();
_indexBufferDescriptor = GraphicsPipeline.DescriptorAllocator.AllocateBindless();
var device = GraphicsPipeline.GraphicsDevice.NativeDevice.Ptr;
var vertexSrvDesc = new ShaderResourceViewDescription
{
Format = Format.R32Typeless,
ViewDimension = SrvDimension.Buffer,
Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
Anonymous = new()
{
Buffer = new()
{
FirstElement = 0,
NumElements = (uint)(_vertexBuffer.GPUAddress != 0 ? (VertexCount * sizeof(Vertex)) / 4 : 0), // Divide by 4 for R32 format
StructureByteStride = 0,
Flags = BufferSrvFlags.Raw
}
}
};
device->CreateShaderResourceView(_vertexBuffer.NativeResource.Ptr, &vertexSrvDesc, _vertexBufferDescriptor.CpuHandle);
var indexSrvDesc = new ShaderResourceViewDescription
{
Format = Format.R32Typeless,
ViewDimension = SrvDimension.Buffer,
Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
Anonymous = new()
{
Buffer = new()
{
FirstElement = 0,
NumElements = IndexCount,
StructureByteStride = 0,
Flags = BufferSrvFlags.Raw
}
}
};
device->CreateShaderResourceView(_indexBuffer.NativeResource.Ptr, &indexSrvDesc, _indexBufferDescriptor.CpuHandle);
}
internal void MarkNoLongerReadable() internal void MarkNoLongerReadable()
{ {
_vertices.Dispose(); _vertices.Dispose();

View File

@@ -206,7 +206,7 @@ public unsafe class RenderTexture : Texture
/// </summary> /// </summary>
/// <param name="commandList">Command list to record clear commands</param> /// <param name="commandList">Command list to record clear commands</param>
/// <param name="clearColor">Color to clear to</param> /// <param name="clearColor">Color to clear to</param>
public void ClearColor(CommandList commandList, Color128 clearColor) public void ClearColor(CommandList commandList, Color16 clearColor)
{ {
ThrowIfDisposed(); ThrowIfDisposed();

View File

@@ -8,17 +8,17 @@ public readonly struct ResourceHandle : IEquatable<ResourceHandle>
private const int _INVALID_ID = -1; private const int _INVALID_ID = -1;
public readonly int id; public readonly int id;
public readonly uint generation; public readonly int generation;
public static ResourceHandle Invalid => new(-1, 0); public static ResourceHandle Invalid => new(_INVALID_ID, _INVALID_ID);
internal ResourceHandle(int id, uint generation) internal ResourceHandle(int id, int generation)
{ {
this.id = id; this.id = id;
this.generation = generation; this.generation = generation;
} }
public bool IsValid => id != _INVALID_ID && generation >= 0; public bool IsValid => id != _INVALID_ID && generation != _INVALID_ID;
public bool Equals(ResourceHandle other) public bool Equals(ResourceHandle other)
{ {

View File

@@ -1,4 +1,4 @@
using System.Numerics; using Misaki.HighPerformance.Mathematics;
using System.Runtime.CompilerServices; using System.Runtime.CompilerServices;
using System.Runtime.InteropServices; using System.Runtime.InteropServices;
using System.Text; using System.Text;
@@ -7,7 +7,7 @@ using Win32.Graphics.Dxgi.Common;
namespace Ghost.Graphics.Data; namespace Ghost.Graphics.Data;
[StructLayout(LayoutKind.Sequential)] [StructLayout(LayoutKind.Sequential)]
public struct Vertex(Vector4 position, Vector4 normal, Vector4 tangent, Color128 color, Vector4 uv) public struct Vertex
{ {
public unsafe struct Semantic public unsafe struct Semantic
{ {
@@ -19,40 +19,49 @@ public struct Vertex(Vector4 position, Vector4 normal, Vector4 tangent, Color128
private static readonly byte[] s_colorBytes = Encoding.UTF8.GetBytes("COLOR"); private static readonly byte[] s_colorBytes = Encoding.UTF8.GetBytes("COLOR");
private static readonly byte[] s_uvBytes = Encoding.UTF8.GetBytes("TEXCOORD"); private static readonly byte[] s_uvBytes = Encoding.UTF8.GetBytes("TEXCOORD");
public static byte* PositionName => (byte*)Unsafe.AsPointer(ref s_positionBytes[0]); public static byte* pPositionName => (byte*)Unsafe.AsPointer(ref s_positionBytes[0]);
public static byte* NormalName => (byte*)Unsafe.AsPointer(ref s_normalBytes[0]); public static byte* pNormalName => (byte*)Unsafe.AsPointer(ref s_normalBytes[0]);
public static byte* TangentName => (byte*)Unsafe.AsPointer(ref s_tangentBytes[0]); public static byte* pTangentName => (byte*)Unsafe.AsPointer(ref s_tangentBytes[0]);
public static byte* ColorName => (byte*)Unsafe.AsPointer(ref s_colorBytes[0]); public static byte* pColorName => (byte*)Unsafe.AsPointer(ref s_colorBytes[0]);
public static byte* UVName => (byte*)Unsafe.AsPointer(ref s_uvBytes[0]); public static byte* pUVName => (byte*)Unsafe.AsPointer(ref s_uvBytes[0]);
} }
public Vector4 Position public float4 Position
{ {
get; get;
set; set;
} = position; }
public Vector4 Normal public float4 Normal
{ {
get; get;
set; set;
} = normal; }
public Vector4 Tangent public float4 Tangent
{ {
get; get;
set; set;
} = tangent; }
public Color128 Color public Color16 Color
{ {
get; get;
set; set;
} = color; }
public Vector4 UV public float4 UV
{ {
get; get;
set; set;
} = uv; }
public Vertex(float4 position, float4 normal, float4 tangent, Color16 color, float4 uv)
{
Position = position;
Normal = normal;
Tangent = tangent;
Color = color;
UV = uv;
}
} }

View File

@@ -18,6 +18,7 @@
<ItemGroup> <ItemGroup>
<!--<PackageReference Include="StbImageSharp" Version="2.30.15" />--> <!--<PackageReference Include="StbImageSharp" Version="2.30.15" />-->
<PackageReference Include="Misaki.HighPerformance.Mathematics" Version="1.1.0" />
<PackageReference Include="Vortice.Dxc.Native" Version="1.0.3" /> <PackageReference Include="Vortice.Dxc.Native" Version="1.0.3" />
<PackageReference Include="Vortice.Win32.Graphics.D3D12MemoryAllocator" Version="2.2.7" /> <PackageReference Include="Vortice.Win32.Graphics.D3D12MemoryAllocator" Version="2.2.7" />
<PackageReference Include="Vortice.Win32.Graphics.Direct3D.Dxc" Version="2.2.7" /> <PackageReference Include="Vortice.Win32.Graphics.Direct3D.Dxc" Version="2.2.7" />

View File

@@ -22,7 +22,7 @@ public interface ICommandBuffer : IDisposable
/// </summary> /// </summary>
/// <param name="renderTarget">Render target to render into</param> /// <param name="renderTarget">Render target to render into</param>
/// <param name="clearColor">Color to clear the render target with</param> /// <param name="clearColor">Color to clear the render target with</param>
public void BeginRenderPass(IRenderTarget renderTarget, Color128 clearColor); public void BeginRenderPass(IRenderTarget renderTarget, Color16 clearColor);
/// <summary> /// <summary>
/// Ends the current render pass /// Ends the current render pass

View File

@@ -44,16 +44,4 @@ public interface IResourceAllocator
/// </summary> /// </summary>
/// <param name="handle">Resource handle</param> /// <param name="handle">Resource handle</param>
public void ReleaseResource(ResourceHandle handle); public void ReleaseResource(ResourceHandle handle);
}
internal interface IResourceAllocator<T> : IResourceAllocator
where T : unmanaged
{
/// <summary>
/// Get the raw gpu resource pointer from a resource handle
/// </summary>
/// <typeparam name="T">The type of the resource.</typeparam>
/// <param name="handle">Resource handle</param>
/// <returns>Pointer to the resource</returns>
public unsafe T* GetResource(ResourceHandle handle);
} }

View File

@@ -0,0 +1,35 @@
using Ghost.Graphics.Data;
namespace Ghost.Graphics.RHI;
public interface IResourceDatabase
{
/// <summary>
/// Get the raw gpu resource pointer from a resource handle
/// </summary>
/// <typeparam name="T">The type of the resource.</typeparam>
/// <param name="handle">Resource handle</param>
/// <returns>Pointer to the resource</returns>
public unsafe T* GetResource<T>(ResourceHandle handle)
where T: unmanaged;
/// <summary>
/// Retrieves the current state of the specified resource.
/// </summary>
/// <param name="handle">The handle that uniquely identifies the resource whose state is to be retrieved. Must not be null.</param>
/// <returns>A ResourceState value representing the current state of the resource associated with the specified handle.</returns>
public ResourceState GetResourceState(ResourceHandle handle);
/// <summary>
/// Sets the state of the specified resource handle to the given value.
/// </summary>
/// <param name="handle">The handle that identifies the resource whose state will be updated. Cannot be null.</param>
/// <param name="state">The new state to assign to the resource represented by <paramref name="handle"/>.</param>
public void SetResourceState(ResourceHandle handle, ResourceState state);
/// <summary>
/// Removes a resource from the database using its handle.
/// </summary>
/// <param name="handle">The handle of the resource to be removed.</param>
public void RemoveResource(ResourceHandle handle);
}

View File

@@ -8,7 +8,7 @@ public static class MeshBuilder
/// <summary> /// <summary>
/// Creates a unit cube centered at the origin with size 1. /// Creates a unit cube centered at the origin with size 1.
/// </summary> /// </summary>
public static Mesh CreateCube(float size = 1.0f, Color128 color = default) public static Mesh CreateCube(float size = 1.0f, Color16 color = default)
{ {
var half = size * 0.5f; var half = size * 0.5f;
var mesh = new Mesh(24, 36); var mesh = new Mesh(24, 36);
@@ -61,7 +61,7 @@ public static class MeshBuilder
/// <summary> /// <summary>
/// Creates a plane on the XZ axis centered at the origin. /// Creates a plane on the XZ axis centered at the origin.
/// </summary> /// </summary>
public static Mesh CreatePlane(float width = 1.0f, float depth = 1.0f, Color128 color = default) public static Mesh CreatePlane(float width = 1.0f, float depth = 1.0f, Color16 color = default)
{ {
var hw = width * 0.5f; var hw = width * 0.5f;
var hd = depth * 0.5f; var hd = depth * 0.5f;
@@ -83,7 +83,7 @@ public static class MeshBuilder
/// <summary> /// <summary>
/// Creates a UV sphere centered at the origin. /// Creates a UV sphere centered at the origin.
/// </summary> /// </summary>
public static Mesh CreateSphere(int latitudeSegments = 16, int longitudeSegments = 24, float radius = 0.5f, Color128 color = default) public static Mesh CreateSphere(int latitudeSegments = 16, int longitudeSegments = 24, float radius = 0.5f, Color16 color = default)
{ {
var mesh = new Mesh((latitudeSegments + 1) * (longitudeSegments + 1), latitudeSegments * longitudeSegments * 6); var mesh = new Mesh((latitudeSegments + 1) * (longitudeSegments + 1), latitudeSegments * longitudeSegments * 6);