Refactor and optimize rendering pipeline

- Added `<IsTrimmable>` property in project files for trimming.
- Replaced bindless texture types with non-bindless equivalents.
- Refactored `ShaderDescriptor` and `ShaderPass` for better modularity.
- Introduced `ShaderDescriptorExtensions` for property size calculations.
- Simplified constant buffer handling in `Material.cs`.
- Improved resource management in `D3D12` components.
- Added support for static meshes and optimized resource barriers.
- Refactored shader code generation and property merging in `SDLCompiler`.
- Removed unused or redundant code (e.g., `IncludesBlock` parser).
- Updated comments, documentation, and error handling for clarity.
This commit is contained in:
2025-11-28 18:58:50 +09:00
parent 0720444c2c
commit bd97d233cb
49 changed files with 842 additions and 1025 deletions

View File

@@ -3,45 +3,44 @@ using Ghost.Core.Graphics;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
using System.Runtime.InteropServices;
using System.Runtime.CompilerServices;
namespace Ghost.Graphics.Core;
public class ShaderPass : IResourceReleasable
public struct ShaderPass : IResourceReleasable
{
private CBufferInfo _cbufferInfo;
// NOTE: This is for per pass cbuffer only. Global, per view, and per mesh cbuffers are fixed.
private readonly Dictionary<string, int> _propertyLookup;
public CBufferInfo CBuffer => _cbufferInfo;
public ShaderPass(CBufferInfo info)
public ShaderPassKey Identifier
{
_cbufferInfo = info;
var capacity = info.Properties?.Count ?? 0;
_propertyLookup = new Dictionary<string, int>(capacity);
for (var i = 0; i < capacity; i++)
{
_propertyLookup[info.Properties![i].Name] = i;
}
get; init;
}
public int GetPropertyId(string propertyName)
public ZTestOptions ZTest
{
return _propertyLookup.TryGetValue(propertyName, out var id) ? id : -1;
get; set;
}
public CBufferPropertyInfo GetPropertyInfo(int id)
public ZWriteOptions ZWrite
{
return _cbufferInfo.Properties[id];
get; set;
}
public CBufferPropertyInfo GetPropertyInfo(string propertyName)
public CullOptions Cull
{
return _cbufferInfo.Properties[GetPropertyId(propertyName)];
get; set;
}
public BlendOptions Blend
{
get; set;
}
public uint ColorMask
{
get; set;
}
// TODO: Shader variant.
void IResourceReleasable.ReleaseResource(IResourceDatabase database)
{
}
@@ -52,46 +51,43 @@ public class ShaderPass : IResourceReleasable
/// </summary>
public class Shader : IResourceReleasable, IIdentifierType
{
private UnsafeArray<ShaderPassKey> _passIDs;
private readonly uint _cbufferSize;
private UnsafeArray<ShaderPass> _passes;
// TODO: Optmize lookups with a better data structure if needed
private readonly Dictionary<string, int> _passLookup; // pass name to index
private readonly Dictionary<string, List<int>> _propertyLookup; // property name to pass index (property name to list of pass indices that contain the property)
public int PassCount => _passIDs.Count;
public int PassCount => _passes.Count;
public uint CBufferSize => _cbufferSize;
internal Shader(ShaderDescriptor descriptor)
{
_passIDs = new UnsafeArray<ShaderPassKey>(descriptor.passes.Count, Allocator.Persistent);
_passLookup = new(descriptor.passes.Count);
_propertyLookup = new(descriptor.passes.Count);
_cbufferSize = descriptor.cbufferSize;
_passes = new UnsafeArray<ShaderPass>(descriptor.passes.Count, Allocator.Persistent);
_passLookup = new Dictionary<string, int>(descriptor.passes.Count);
for (var i = 0; i < descriptor.passes.Count; i++)
{
var pass = descriptor.passes[i];
// TODO: Handle inherited passes
if (pass is not FullPassDescriptor fullPass)
{
continue;
}
var passKey = new ShaderPassKey(pass.Identifier);
_passIDs[i] = passKey;
_passLookup[pass.Name] = i;
if (pass is FullPassDescriptor fullPass)
_passes[i] = new ShaderPass
{
if (fullPass.properties == null)
{
continue;
}
Identifier = passKey,
ZTest = fullPass.localPipeline.zTest,
ZWrite = fullPass.localPipeline.zWrite,
Cull = fullPass.localPipeline.cull,
Blend = fullPass.localPipeline.blend,
ColorMask = fullPass.localPipeline.colorMask
};
foreach (var property in fullPass.properties)
{
ref var passIndices = ref CollectionsMarshal.GetValueRefOrAddDefault(_propertyLookup, property.name, out var exists);
if (!exists || passIndices == null)
{
passIndices = new List<int>();
}
passIndices.Add(i);
}
}
// TODO: handle inherited passes
_passLookup[pass.Name] = i;
}
}
@@ -100,38 +96,26 @@ public class Shader : IResourceReleasable, IIdentifierType
return _passLookup.GetValueOrDefault(passName, -1);
}
public ShaderPassKey GetPassKey(int index)
public ref ShaderPass GetPassReference(int index)
{
return _passIDs[index];
return ref _passes[index];
}
public bool TryGetPassKey(string passName, out int passIndex, out ShaderPassKey passID)
public RefResult<ShaderPass, ResultStatus> TryGetPassKey(string passName, out int passIndex)
{
var index = _passLookup.GetValueOrDefault(passName, -1);
if (index == -1)
{
passIndex = -1;
passID = new(0);
return false;
return Result.CreateRef(ref Unsafe.NullRef<ShaderPass>(), ResultStatus.NotFound);
}
passIndex = index;
passID = _passIDs[index];
return true;
}
public IReadOnlyCollection<int> GetPropertyPassIndices(string propertyName)
{
if (_propertyLookup.TryGetValue(propertyName, out var passIndices))
{
return passIndices;
}
return Array.Empty<int>();
return Result.CreateRef(ref _passes[index], ResultStatus.Success);
}
void IResourceReleasable.ReleaseResource(IResourceDatabase database)
{
_passIDs.Dispose();
_passes.Dispose();
}
}