Refactor and enhance rendering pipeline
- Added new C# formatting rules in .editorconfig. - Introduced `IKeyType`, `Key<T>`, and `Ptr<T>` structs. - Updated `Result` and `Result<T>` for implicit conversions. - Added AOT compatibility to project files. - Introduced a `Camera` class and refactored namespaces. - Enhanced rendering with bindless support and pipeline state management. - Refactored `D3D12CommandBuffer` for new rendering features. - Improved `D3D12PipelineLibrary` with disk caching methods. - Added support for UAVs and raw buffers in `D3D12ResourceAllocator`. - Improved shader compilation and reflection in `D3D12ShaderCompiler`. - Refactored descriptor heap and swap chain initialization. - Added enums and structs for rendering configurations. - Expanded `ICommandBuffer` and `IPipelineLibrary` interfaces. - Updated `MeshRenderPass` to align with the new pipeline. - Consolidated namespaces and improved code maintainability.
This commit is contained in:
@@ -1,6 +1,5 @@
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using Ghost.Core;
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using Ghost.Graphics.Data;
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using TerraFX.Interop.DirectX;
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using Ghost.Graphics.Core;
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namespace Ghost.Graphics.RHI;
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@@ -9,25 +8,52 @@ namespace Ghost.Graphics.RHI;
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/// </summary>
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public interface ICommandBuffer : IDisposable
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{
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public CommandBufferType Type
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/// <summary>
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/// Gets the type of the command buffer.
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/// </summary>
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CommandBufferType Type
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{
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get;
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}
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public bool IsEmpty
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/// <summary>
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/// Indicates whether the command buffer contains any recorded commands.
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/// </summary>
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bool IsEmpty
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{
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get;
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}
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/// <summary>
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/// Gets the name of the command buffer.
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/// </summary>
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string Name
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{
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get;
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set;
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}
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/// <summary>
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/// Begins recording commands into this command buffer
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/// </summary>
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public void Begin();
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void Begin();
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/// <summary>
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/// Ends recording commands and prepares for submission
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/// </summary>
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public void End();
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void End();
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/// <summary>
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/// Sets the viewport for rendering
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/// </summary>
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/// <param name="viewport">Viewport to set</param>
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void SetViewport(ViewportDesc viewport);
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/// <summary>
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/// Sets the scissor rectangle
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/// </summary>
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/// <param name="rect">Scissor rectangle to set</param>
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void SetScissorRect(RectDesc rect);
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/// <summary>
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/// Sets the optional render targets and optional depth target for subsequent rendering operations.
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@@ -39,32 +65,20 @@ public interface ICommandBuffer : IDisposable
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/// <param name="renderTargets">A read-only span of handles to textures that will be used as render targets.
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/// The order of handles determines the order in which render targets are bound.</param>
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/// <param name="depthTarget">A handle to the texture to be used as the depth target. Specify a invalid handle if no depth target is required.</param>
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public void SetRenderTargets(ReadOnlySpan<Handle<Texture>> renderTargets, Handle<Texture> depthTarget);
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void SetRenderTargets(ReadOnlySpan<Handle<Texture>> renderTargets, Handle<Texture> depthTarget);
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/// <summary>
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/// Begins a render pass with the specified render target
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/// </summary>
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/// <param name="renderTarget">Render target to render into (can be invalid)</param>
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/// <param name="depthTarget">Depth target to use (can be invalid)</param>
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/// <param name="clearColor">Color to clear the render target with</param>
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public void BeginRenderPass(Handle<Texture> renderTarget, Handle<Texture> depthTarget, Color128 clearColor);
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/// <param name="rtDescs">Render target descriptions</param>
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/// <param name="depthDesc">Depth stencil description</param>
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/// <param name="allowUAVWrites">Whether UAV writes are allowed during the render pass</param>
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void BeginRenderPass(ReadOnlySpan<PassRenderTargetDesc> rtDescs, PassDepthStencilDesc depthDesc, bool allowUAVWrites = false);
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/// <summary>
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/// Ends the current render pass
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/// </summary>
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public void EndRenderPass();
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/// <summary>
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/// Sets the viewport for rendering
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/// </summary>
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/// <param name="viewport">Viewport to set</param>
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public void SetViewport(ViewportDesc viewport);
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/// <summary>
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/// Sets the scissor rectangle
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/// </summary>
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/// <param name="rect">Scissor rectangle to set</param>
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public void SetScissorRect(RectDesc rect);
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void EndRenderPass();
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/// <summary>
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/// Inserts a resource barrier for state transitions
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@@ -72,25 +86,61 @@ public interface ICommandBuffer : IDisposable
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/// <param name="resource">Resource to transition</param>
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/// <param name="before">Current resource state</param>
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/// <param name="after">Target resource state</param>
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public void ResourceBarrier(Handle<GPUResource> resource, ResourceState before, ResourceState after);
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/// <summary>
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/// Sets the graphics root signature
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/// </summary>
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/// <param name="rootSignature">Root signature to set</param>
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public void SetRootSignature(IRootSignature rootSignature);
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void ResourceBarrier(Handle<GPUResource> resource, ResourceState before, ResourceState after);
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/// <summary>
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/// Sets the pipeline state object
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/// </summary>
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/// <param name="pipelineState">Pipeline state to set</param>
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public void SetPipelineState(IShaderPipeline pipelineState);
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/// <param name="pipelineKey">Pipeline state to set</param>
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void SetPipelineState(GraphicsPipelineKey pipelineKey);
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public void SetVertexBuffer(uint slot, Handle<GraphicsBuffer> buffer, ulong offset = 0);
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public void SetIndexBuffer(Handle<GraphicsBuffer> buffer, IndexType type, ulong offset = 0);
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/// <summary>
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/// Sets the constant buffer view for the specified slot in the graphics pipeline.
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/// </summary>
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/// <param name="slot">The zero-based index of the slot to bind the constant buffer view to.</param>
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/// <param name="buffer">A graphics buffer to use as the constant buffer view.</param>
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void SetConstantBufferView(uint slot, Handle<GraphicsBuffer> buffer);
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public void Draw(uint vertexCount, uint instanceCount = 1, uint startVertex = 0, uint startInstance = 0);
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public void DrawIndexed(uint indexCount, uint instanceCount = 1, uint startIndex = 0, int baseVertex = 0, uint startInstance = 0);
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/// <summary>
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/// Binds a vertex buffer to the specified slot for subsequent draw calls.
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/// </summary>
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/// <param name="slot">The vertex buffer slot to bind to.</param>
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/// <param name="buffer">The handle to the graphics buffer containing vertex data.</param>
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/// <param name="offset">The offset in bytes from the start of the buffer.</param>
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void SetVertexBuffer(uint slot, Handle<GraphicsBuffer> buffer, ulong offset = 0);
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/// <summary>
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/// Binds an index buffer for indexed drawing.
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/// </summary>
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/// <param name="buffer">The handle to the graphics buffer containing index data.</param>
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/// <param name="type">The type of indices (e.g., 16-bit or 32-bit).</param>
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/// <param name="offset">The offset in bytes from the start of the buffer.</param>
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void SetIndexBuffer(Handle<GraphicsBuffer> buffer, IndexType type, ulong offset = 0);
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/// <summary>
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/// Sets the primitive topology to be used for subsequent drawing operations.
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/// </summary>
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/// <param name="topology">The primitive topology that determines how the input vertices are interpreted during rendering.</param>
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void SetPrimitiveTopology(PrimitiveTopology topology);
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/// <summary>
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/// Issues a non-indexed draw call.
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/// </summary>
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/// <param name="vertexCount">Number of vertices to draw.</param>
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/// <param name="instanceCount">Number of instances to draw.</param>
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/// <param name="startVertex">Index of the first vertex to draw.</param>
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/// <param name="startInstance">Index of the first instance to draw.</param>
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void Draw(uint vertexCount, uint instanceCount = 1, uint startVertex = 0, uint startInstance = 0);
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/// <summary>
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/// Issues an indexed draw call.
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/// </summary>
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/// <param name="indexCount">Number of indices to draw.</param>
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/// <param name="instanceCount">Number of instances to draw.</param>
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/// <param name="startIndex">Index of the first index to draw.</param>
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/// <param name="baseVertex">Value added to each index before indexing the vertex buffer.</param>
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/// <param name="startInstance">Index of the first instance to draw.</param>
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void DrawIndexed(uint indexCount, uint instanceCount = 1, uint startIndex = 0, int baseVertex = 0, uint startInstance = 0);
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/// <summary>
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/// Dispatches compute threads
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@@ -98,7 +148,20 @@ public interface ICommandBuffer : IDisposable
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/// <param name="threadGroupCountX">Thread groups in X dimension</param>
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/// <param name="threadGroupCountY">Thread groups in Y dimension</param>
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/// <param name="threadGroupCountZ">Thread groups in Z dimension</param>
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public void Dispatch(uint threadGroupCountX, uint threadGroupCountY = 1, uint threadGroupCountZ = 1);
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void DispatchCompute(uint threadGroupCountX, uint threadGroupCountY, uint threadGroupCountZ);
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/// <summary>
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/// Dispatches mesh shader threads
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/// </summary>
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/// <param name="threadGroupCountX">Thread groups in X dimension</param>
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/// <param name="threadGroupCountY">Thread groups in Y dimension</param>
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/// <param name="threadGroupCountZ">Thread groups in Z dimension</param>
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void DispatchMesh(uint threadGroupCountX, uint threadGroupCountY, uint threadGroupCountZ);
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/// <summary>
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/// Dispatches ray tracing threads
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/// </summary>
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void DispatchRay();
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/// <summary>
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/// Uploads the specified data to the buffer represented by the given handle.
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@@ -107,7 +170,7 @@ public interface ICommandBuffer : IDisposable
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/// <param name="buffer">A handle to the buffer that will receive the uploaded data.</param>
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/// <param name="data">A read-only span containing the data to upload to the buffer. The span must contain elements of type
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/// <typeparamref name="T"/>.</param>
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public void Upload<T>(Handle<GraphicsBuffer> buffer, ReadOnlySpan<T> data)
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void Upload<T>(Handle<GraphicsBuffer> buffer, ReadOnlySpan<T> data)
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where T : unmanaged;
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/// <summary>
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@@ -118,7 +181,7 @@ public interface ICommandBuffer : IDisposable
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/// <param name="subresources">A reference to the structure containing the subresource data to upload. The data must match the format and layout expected by the texture.</param>
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/// <param name="numSubresources">The number of subresources to upload, starting from <paramref name="firstSubresource"/>.
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/// Must be greater than zero and not exceed the remaining subresources in the texture.</param>
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public void Upload(Handle<Texture> texture, params ReadOnlySpan<SubResourceData> subresources);
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void Upload(Handle<Texture> texture, params ReadOnlySpan<SubResourceData> subresources);
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/// <summary>
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/// Copies a specified number of bytes from the source graphics buffer to the destination graphics buffer.
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@@ -128,26 +191,5 @@ public interface ICommandBuffer : IDisposable
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/// <param name="destOffset">The byte offset in the destination buffer at which to begin writing. Must be zero or greater.</param>
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/// <param name="srcOffset">The byte offset in the source buffer at which to begin reading. Must be zero or greater.</param>
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/// <param name="numBytes">The number of bytes to copy. If zero, copies the remaining bytes from the source buffer starting at <paramref name="srcOffset"/>.</param>
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public void CopyBuffer(Handle<GraphicsBuffer> dest, Handle<GraphicsBuffer> src, ulong destOffset = 0, ulong srcOffset = 0, ulong numBytes = 0);
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}
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internal static class ResourceStateExtensions
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{
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public static D3D12_RESOURCE_STATES ToD3D12States(this ResourceState state)
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{
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return state switch
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{
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ResourceState.Common or ResourceState.Present => D3D12_RESOURCE_STATES.D3D12_RESOURCE_STATE_COMMON,
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ResourceState.VertexAndConstantBuffer => D3D12_RESOURCE_STATES.D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER,
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ResourceState.IndexBuffer => D3D12_RESOURCE_STATES.D3D12_RESOURCE_STATE_INDEX_BUFFER,
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ResourceState.RenderTarget => D3D12_RESOURCE_STATES.D3D12_RESOURCE_STATE_RENDER_TARGET,
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ResourceState.UnorderedAccess => D3D12_RESOURCE_STATES.D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
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ResourceState.DepthWrite => D3D12_RESOURCE_STATES.D3D12_RESOURCE_STATE_DEPTH_WRITE,
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ResourceState.DepthRead => D3D12_RESOURCE_STATES.D3D12_RESOURCE_STATE_DEPTH_READ,
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ResourceState.PixelShaderResource => D3D12_RESOURCE_STATES.D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
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ResourceState.CopyDest => D3D12_RESOURCE_STATES.D3D12_RESOURCE_STATE_COPY_DEST,
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ResourceState.CopySource => D3D12_RESOURCE_STATES.D3D12_RESOURCE_STATE_COPY_SOURCE,
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_ => throw new ArgumentException($"Unknown resource state: {state}")
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};
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}
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void CopyBuffer(Handle<GraphicsBuffer> dest, Handle<GraphicsBuffer> src, ulong destOffset = 0, ulong srcOffset = 0, ulong numBytes = 0);
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}
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