Refactor MeshInstance

This commit is contained in:
2026-03-13 15:10:25 +09:00
parent 619720feee
commit 8a3b40b4f8
15 changed files with 57 additions and 61 deletions

View File

@@ -1,47 +1,15 @@
using Ghost.Core;
using Ghost.Entities;
using Ghost.Graphics.Core;
using Misaki.HighPerformance.LowLevel.Collections;
namespace Ghost.Engine.Components;
public struct MeshPalette : ISharedComponent, IEquatable<MeshPalette>
{
public UnsafeArray<Handle<Mesh>> meshes;
public UnsafeArray<Handle<Material>> materials;
public bool Equals(MeshPalette other)
{
throw new NotImplementedException();
}
public override int GetHashCode()
{
throw new NotImplementedException();
}
public override bool Equals(object? obj)
{
return obj is MeshPalette palette && Equals(palette);
}
public static bool operator ==(MeshPalette left, MeshPalette right)
{
return left.Equals(right);
}
public static bool operator !=(MeshPalette left, MeshPalette right)
{
return !(left == right);
}
}
public struct MeshInstance : IComponent
{
public int meshIndex;
public int materialIndex;
public Handle<Mesh> mesh;
// NOTE: This will be the first material, we can access other materials by the bindless index of the first material + the local index stored in the meshlet.
public Handle<Material> materialStart;
public ShadowCastingMode shadowCastingMode;
public RenderingLayerMask renderingLayerMask;
public byte subMeshIndex;
public bool staticShadowCaster;
}

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@@ -3,7 +3,6 @@ using Ghost.Engine.Components;
using Ghost.Entities;
using Ghost.Graphics.Core;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Utilities;
namespace Ghost.Engine.Systems;
@@ -14,7 +13,6 @@ public class RenderExtractionSystem : ISystem
public void Initialize(ref readonly SystemAPI systemAPI)
{
_queryID = new QueryBuilder()
// TODO: We also need to filter by MeshPalette.
.WithAll<MeshInstance, LocalToWorld>()
.Build(systemAPI.World);
}
@@ -30,6 +28,7 @@ public class RenderExtractionSystem : ISystem
var renderList = new RenderList(1, 64, Allocator.Temp);
// TODO: We should extract the render record for each camera because different cameras may have different culling results.
// TODO: This chould be done in parallel jobs.
foreach (var chunk in query.GetChunkIterator())
{
var meshInstances = chunk.GetComponentData<MeshInstance>();
@@ -47,7 +46,6 @@ public class RenderExtractionSystem : ISystem
// mesh = meshInstance.meshIndex,
// material = meshInstance.materialIndex,
renderingLayerMask = meshInstance.renderingLayerMask,
subMeshIndex = meshInstance.subMeshIndex,
}, 0);
}

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@@ -341,6 +341,23 @@ internal class D3D12ResourceDatabase : IResourceDatabase
_descriptorAllocator.Release(new Identifier<SamplerDescriptor>(id.Value));
}
public Error Swap(Handle<GPUResource> handleA, Handle<GPUResource> handleB)
{
ref var recordA = ref _resources.GetElementReferenceAt(handleA.ID, handleA.Generation, out var existA);
ref var recordB = ref _resources.GetElementReferenceAt(handleB.ID, handleB.Generation, out var existB);
if (!existA || !existB)
{
return Error.NotFound;
}
var temp = recordA;
recordA = recordB;
recordB = temp;
return Error.None;
}
public void BeginFrame(uint currentFrameFenceValue)
{
ObjectDisposedException.ThrowIf(_disposed, this);

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@@ -127,4 +127,12 @@ public interface IResourceDatabase : IDisposable
/// </summary>
/// <param name="id">The identifier of the sampler to release. Must reference a valid, existing sampler.</param>
void ReleaseSampler(Identifier<Sampler> id);
/// <summary>
/// Swaps the resources associated with the two specified handles, effectively exchanging their identities and all associated data.
/// </summary>
/// <param name="handleA">The first handle whose associated resource is to be swapped.</param>
/// <param name="handleB">The second handle whose associated resource is to be swapped.</param>
/// <returns>An Error indicating the success or failure of the swap operation.</returns>
Error Swap(Handle<GPUResource> handleA, Handle<GPUResource> handleB);
}

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@@ -8,10 +8,9 @@ namespace Ghost.Graphics.Core;
public record struct RenderRecord
{
public float4x4 localToWorld;
public Handle<Material> material;
public Handle<Mesh> mesh;
public Handle<Material> materialOffset;
public RenderingLayerMask renderingLayerMask;
public byte subMeshIndex;
}
public struct RenderList : IDisposable

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@@ -20,7 +20,10 @@ internal sealed class SwapChainRecord
while (true)
{
int current = Volatile.Read(ref _refCount);
if (current == 0) return false; // It's dead, let it go.
if (current == 0)
{
return false; // It's dead, let it go.
}
if (Interlocked.CompareExchange(ref _refCount, current + 1, current) == current)
{
@@ -66,7 +69,10 @@ internal class SwapChainManager
if (record != null)
{
if (record.TryAddRef()) return record.SwapChain;
if (record.TryAddRef())
{
return record.SwapChain;
}
Thread.Yield();
continue;

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@@ -1,4 +1,4 @@
# Ghost.Nvtt Usage Guide
# Ghost.Nvtt - Usage Guide
`Ghost.Nvtt` is a managed C# wrapper over the NVIDIA Texture Tools 3 (nvtt) native library.
All wrapper classes are in the `Ghost.Nvtt` namespace. Add a single `using Ghost.Nvtt;` and you have access to every wrapper class and every enum.
@@ -99,7 +99,7 @@ set.LoadDDS("texture_array.dds");
Console.WriteLine($"{set.FaceCount} faces, {set.MipmapCount} mips, " +
$"{set.Width}x{set.Height}");
// Access the raw pointer for face 0, mip 0 (borrowed do not dispose)
// Access the raw pointer for face 0, mip 0 (borrowed - do not dispose)
var surfacePtr = set.GetSurfacePtr(faceId: 0, mipId: 0);
```
@@ -203,10 +203,10 @@ diff.Save("diff.png");
| Returns | Ownership |
|---------|-----------|
| `new NvttSurface(...)` constructor overload accepting a raw pointer | **Takes** ownership dispose when done |
| `new NvttSurface(...)` constructor overload accepting a raw pointer | **Takes** ownership - dispose when done |
| `NvttSurface.Clone()` | Caller owns result |
| `NvttSurface.CreateSubImage()`, `CreateToksvigMap()` | Caller owns result |
| `NvttCubeSurface.Unfold()`, `IrradianceFilter()`, `CosinePowerFilter()`, `FastResample()` | Caller owns result |
| `NvttGlobal.Diff()`, `Histogram()`, `HistogramRange()` | Caller owns result |
| `NvttCubeSurface.FacePtr()`, `NvttSurfaceSet.GetSurfacePtr()` | **Borrowed** do NOT dispose |
| `NvttContext.GetTimingContextPtr()` | **Borrowed** do NOT dispose |
| `NvttCubeSurface.FacePtr()`, `NvttSurfaceSet.GetSurfacePtr()` | **Borrowed** - do NOT dispose |
| `NvttContext.GetTimingContextPtr()` | **Borrowed** - do NOT dispose |

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@@ -8,7 +8,7 @@ public sealed unsafe class NvttBatchListHandle : IDisposable
{
private NvttBatchList* _ptr;
/// <summary>Raw pointer use only when calling the native API directly.</summary>
/// <summary>Raw pointer - use only when calling the native API directly.</summary>
public NvttBatchList* Ptr => _ptr;
// -------------------------------------------------------------------------
@@ -62,7 +62,7 @@ public sealed unsafe class NvttBatchListHandle : IDisposable
/// <summary>
/// Returns the raw pointers for item <paramref name="index"/>.
/// The pointers are borrowed do NOT dispose them.
/// The pointers are borrowed - do NOT dispose them.
/// </summary>
public void GetItem(uint index,
out NvttSurface* surface, out int face, out int mipmap,

View File

@@ -1,14 +1,14 @@
namespace Ghost.Nvtt;
/// <summary>
/// Controls how a surface is compressed format, quality, pixel layout and
/// Controls how a surface is compressed - format, quality, pixel layout and
/// optional quantization settings.
/// </summary>
public sealed unsafe class NvttCompressionOptionsHandle : IDisposable
{
private NvttCompressionOptions* _ptr;
/// <summary>Raw pointer use only when calling the native API directly.</summary>
/// <summary>Raw pointer - use only when calling the native API directly.</summary>
public NvttCompressionOptions* Ptr => _ptr;
// -------------------------------------------------------------------------

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@@ -8,7 +8,7 @@ public sealed unsafe class NvttContextHandle : IDisposable
{
private NvttContext* _ptr;
/// <summary>Raw pointer use only when calling the native API directly.</summary>
/// <summary>Raw pointer - use only when calling the native API directly.</summary>
public NvttContext* Ptr => _ptr;
// -------------------------------------------------------------------------
@@ -63,7 +63,7 @@ public sealed unsafe class NvttContextHandle : IDisposable
/// <summary>
/// Returns the timing context owned by this nvtt context.
/// The pointer is borrowed do NOT dispose it separately.
/// The pointer is borrowed - do NOT dispose it separately.
/// Returns <c>null</c> if timing was never enabled.
/// </summary>
public NvttTimingContext* GetTimingContextPtr()

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@@ -10,7 +10,7 @@ public sealed unsafe class NvttCubeSurfaceHandle : IDisposable
{
private NvttCubeSurface* _ptr;
/// <summary>Raw pointer use only when calling the native API directly.</summary>
/// <summary>Raw pointer - use only when calling the native API directly.</summary>
public NvttCubeSurface* Ptr => _ptr;
// -------------------------------------------------------------------------
@@ -102,7 +102,7 @@ public sealed unsafe class NvttCubeSurfaceHandle : IDisposable
/// <summary>
/// Returns the raw <see cref="NvttSurface"/> pointer for the given face
/// (05). The pointer is owned by this cube surface do NOT dispose it.
/// (05). The pointer is owned by this cube surface - do NOT dispose it.
/// </summary>
public NvttSurface* FacePtr(int face)
{

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@@ -14,7 +14,7 @@ public sealed unsafe class NvttOutputOptionsHandle : IDisposable
{
private NvttOutputOptions* _ptr;
/// <summary>Raw pointer use only when calling the native API directly.</summary>
/// <summary>Raw pointer - use only when calling the native API directly.</summary>
public NvttOutputOptions* Ptr => _ptr;
// -------------------------------------------------------------------------
@@ -31,7 +31,7 @@ public sealed unsafe class NvttOutputOptionsHandle : IDisposable
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
private delegate void ErrorDelegate(Ghost.Nvtt.Native.NvttError error);
// Pinned delegate instances must stay alive as long as native code may call them.
// Pinned delegate instances - must stay alive as long as native code may call them.
private BeginImageDelegate? _beginImageDelegate;
private OutputDataDelegate? _outputDataDelegate;
private ErrorDelegate? _errorDelegate;

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@@ -11,7 +11,7 @@ public sealed unsafe class NvttSurfaceHandle : IDisposable
{
private NvttSurface* _ptr;
/// <summary>Raw pointer use only when calling the native API directly.</summary>
/// <summary>Raw pointer - use only when calling the native API directly.</summary>
public NvttSurface* Ptr => _ptr;
// -------------------------------------------------------------------------

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@@ -8,7 +8,7 @@ public sealed unsafe class NvttSurfaceSetHandle : IDisposable
{
private NvttSurfaceSet* _ptr;
/// <summary>Raw pointer use only when calling the native API directly.</summary>
/// <summary>Raw pointer - use only when calling the native API directly.</summary>
public NvttSurfaceSet* Ptr => _ptr;
// -------------------------------------------------------------------------
@@ -72,7 +72,7 @@ public sealed unsafe class NvttSurfaceSetHandle : IDisposable
/// <summary>
/// Returns the raw <see cref="NvttSurface"/> pointer for the given face
/// and mip level. The pointer is owned by this surface set do NOT dispose
/// and mip level. The pointer is owned by this surface set - do NOT dispose
/// it.
/// </summary>
public NvttSurface* GetSurfacePtr(int faceId, int mipId, bool expectSigned = false)

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@@ -10,7 +10,7 @@ public sealed unsafe class NvttTimingContextHandle : IDisposable
{
private NvttTimingContext* _ptr;
/// <summary>Raw pointer use only when calling the native API directly.</summary>
/// <summary>Raw pointer - use only when calling the native API directly.</summary>
public NvttTimingContext* Ptr => _ptr;
// -------------------------------------------------------------------------