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

@@ -1,97 +1,95 @@
#ifndef COMMON_HLSL
#define COMMON_HLSL
#undef USE_TRADITIONAL_BINDLESS // Just for testing, this should be handled by engine feature level.
#ifndef BUILTIN_COMMON_HLSL
#define BUILTIN_COMMON_HLSL
struct Vertex
{
float4 position;
float4 normal;
float4 tangent;
float4 uv;
float4 color;
};
// Resource descriptor heap definitions
#if defined(USE_TRADITIONAL_BINDLESS)
#define GLOBAL_TEXTURE2D_HEAP_SIZE 32768
#define GLOBAL_TEXTURE3D_HEAP_SIZE 32
#define GLOBAL_TEXTURECUBE_HEAP_SIZE 32
#define GLOBAL_TEXTURE2D_ARRAY_HEAP_SIZE 256
#define GLOBAL_TEXTURECUBE_ARRAY_HEAP_SIZE 32
#define GLOBAL_SAMPLER_HEAP_SIZE 32
#define GLOBAL_TEXTURE2D_HEAP GlobalTexture2DHeap
#define GLOBAL_TEXTURE3D_HEAP GlobalTexture3DHeap
#define GLOBAL_TEXTURECUBE_HEAP GlobalTextureCubeHeap
#define GLOBAL_TEXTURE2D_ARRAY_HEAP GlobalTexture2DArrayHeap
#define GLOBAL_TEXTURECUBE_ARRAY_HEAP GlobalTextureCubeArrayHeap
#define GLOBAL_SAMPLER_HEAP GlobalSamplerHeap
#else
#define GLOBAL_TEXTURE2D_HEAP ResourceDescriptorHeap
#define GLOBAL_TEXTURE3D_HEAP ResourceDescriptorHeap
#define GLOBAL_TEXTURECUBE_HEAP ResourceDescriptorHeap
#define GLOBAL_TEXTURE2D_ARRAY_HEAP ResourceDescriptorHeap
#define GLOBAL_TEXTURECUBE_ARRAY_HEAP ResourceDescriptorHeap
#define GLOBAL_BUFFER_HEAP ResourceDescriptorHeap
#define GLOBAL_SAMPLER_HEAP SamplerDescriptorHeap
#endif
// Bindless resource type definitions
#define TEXTURE2D_BINDLESS uint
#define TEXTURE3D_BINDLESS uint
#define TEXTURECUBE_BINDLESS uint
#define TEXTURE2D_ARRAY_BINDLESS uint
#define TEXTURECUBE_ARRAY_BINDLESS uint
#define TEXTURE2D uint
#define TEXTURE3D uint
#define TEXTURECUBE uint
#define TEXTURE2D_ARRAY uint
#define TEXTURECUBE_ARRAY uint
#define SAMPLER_BINDLESS uint
#define SAMPLER uint
#define STRUCT_BUFFER_BINDLESS uint
#define BYTE_ADDRESS_BUFFER_BINDLESS uint
#define TEXTURE2D Texture2D
#define TEXTURE3D Texture3D
#define TEXTURECUBE TextureCube
#define TEXTURE2D_ARRAY Texture2DArray
#define TEXTURECUBE_ARRAY TextureCubeArray
#define SAMPLER SamplerState
#define STRUCT_BUFFER(type) StructuredBuffer<type>
#define BYTE_ADDRESS_BUFFER ByteAddressBuffer
#define STRUCT_BUFFER uint
#define BYTE_ADDRESS_BUFFER uint
// Texture and sampler access macros
#define GET_TEXTURE2D_BINDLESS(id) GLOBAL_TEXTURE2D_HEAP[id]
#define GET_TEXTURE2D_ARRAY_BINDLESS(id) GLOBAL_TEXTURE2D_ARRAY_HEAP[id]
#define GET_TEXTURE3D_BINDLESS(id) GLOBAL_TEXTURE3D_HEAP[id]
#define GET_TEXTURECUBE_BINDLESS(id) GLOBAL_TEXTURECUBE_HEAP[id]
#define GET_TEXTURECUBE_ARRAY_BINDLESS(id) GLOBAL_TEXTURECUBE_ARRAY_HEAP[id]
#define GET_SAMPLER_BINDLESS(id) GLOBAL_SAMPLER_HEAP[id]
// Texture sampling macros
#define SAMPLE_TEXTURE2D(tex, samp, uv) tex.Sample(samp, uv)
#define SAMPLE_TEXTURE2D_LEVEL(tex, samp, uv, level) tex.SampleLevel(samp, uv, level)
#define SAMPLE_TEXTURE2D_BINDLESS(texId, sampId, uv) SampleTexture2DBindless(texId, sampId, uv)
#define SAMPLE_TEXTURE2D_LEVEL_BINDLESS(texId, sampId, uv, level) SampleTexture2DLevelBindless(texId, sampId, uv, level)
#define SAMPLE_TEXTURE2D_ARRAY(tex, samp, uv, index) tex.Sample(samp, uv, index)
#define SAMPLE_TEXTURE2D_ARRAY_BINDLESS(texId, sampId, uv, index) GET_TEXTURE2D_ARRAY_BINDLESS(texId).Sample(GET_SAMPLER_BINDLESS(sampId), uv, index)
static inline float4 SampleTexture2DBindless(uint texId, uint sampId, float2 uv)
{
Texture2D tex = GET_TEXTURE2D_BINDLESS(texId);
SamplerState samp = GET_SAMPLER_BINDLESS(sampId);
return tex.Sample(samp, uv);
}
static inline float4 SampleTexture2DLevelBindless(uint texId, uint sampId, float2 uv, float level)
{
Texture2D tex = GET_TEXTURE2D_BINDLESS(texId);
SamplerState samp = GET_SAMPLER_BINDLESS(sampId);
return tex.SampleLevel(samp, uv, level);
}
#define GET_TEXTURE2D(id) GLOBAL_TEXTURE2D_HEAP[id]
#define GET_TEXTURE2D_ARRAY(id) GLOBAL_TEXTURE2D_ARRAY_HEAP[id]
#define GET_TEXTURE3D(id) GLOBAL_TEXTURE3D_HEAP[id]
#define GET_TEXTURECUBE(id) GLOBAL_TEXTURECUBE_HEAP[id]
#define GET_TEXTURECUBE_ARRAY(id) GLOBAL_TEXTURECUBE_ARRAY_HEAP[id]
#define GET_BUFFER(id) GLOBAL_BUFFER_HEAP[id]
#define GET_SAMPLER(id) GLOBAL_SAMPLER_HEAP[id]
#define MESH_SHADER_THREADS(x) [NumThreads(x, 1, 1)]
#endif // COMMON_HLSL
inline float4 SampleTexture2D(uint texId, uint sampId, float2 uv)
{
Texture2D tex = GET_TEXTURE2D(texId);
SamplerState samp = GET_SAMPLER(sampId);
return tex.Sample(samp, uv);
}
inline float4 SampleTexture2DLevel(uint texId, uint sampId, float2 uv, float level)
{
Texture2D tex = GET_TEXTURE2D(texId);
SamplerState samp = GET_SAMPLER(sampId);
return tex.SampleLevel(samp, uv, level);
}
inline float4 SampleTextureArray(uint texId, uint sampId, float3 uv)
{
Texture2DArray tex = GET_TEXTURE2D_ARRAY(texId);
SamplerState samp = GET_SAMPLER(sampId);
return tex.Sample(samp, uvw.xyz);
}
inline Vertex LoadVertexData(uint vertexID, uint groupID, BYTE_ADDRESS_BUFFER vertexBuffer, BYTE_ADDRESS_BUFFER indexBuffer)
{
// Fetch bindless buffers
ByteAddressBuffer vertexBuffer = GET_BUFFER(vertexBuffer);
ByteAddressBuffer indexBuffer = GET_BUFFER(indexBuffer);
// Compute the triangles vertex indices
uint indexOffset = (groupID * 3 + vertexID) * 4; // uint32 index
uint vertexIndex = indexBuffer.Load(indexOffset);
// Load vertex attributes
uint vertexOffset = vertexIndex * 80; // 80 bytes per vertex
Vertex v;
v.position = asfloat(vertexBuffer.Load4(vertexOffset + 0));
v.normal = asfloat(vertexBuffer.Load4(vertexOffset + 16));
v.tangent = asfloat(vertexBuffer.Load4(vertexOffset + 32));
v.uv = asfloat(vertexBuffer.Load4(vertexOffset + 48));
v.color = asfloat(vertexBuffer.Load4(vertexOffset + 64));
return v;
}
#endif // BUILTIN_COMMON_HLSL

View File

@@ -1,5 +1,5 @@
#ifndef PROPERTIES_HLSL
#define PROPERTIES_HLSL
#ifndef BUILTIN_PROPERTIES_HLSL
#define BUILTIN_PROPERTIES_HLSL
#include "F:/csharp/GhostEngine/Ghost.Shader/BuiltIn/Common.hlsl"
@@ -48,4 +48,4 @@ TextureCubeArray GlobalTextureCubeArrayHeap[GLOBAL_TEXTURECUBE_ARRAY_HEAP_SIZE]
SamplerState GlobalSamplerHeap[GLOBAL_SAMPLER_HEAP_SIZE] : register(s0);
#endif
#endif
#endif // BUILTIN_PROPERTIES_HLSL