feat(graphics): improve rendering pipeline and docs

- Refactor D3D12 backend and RenderGraph module
- Update graphics RHI and core rendering components
- Add Random.hlsl shader include
- Regenerate API documentation and update user guides
This commit is contained in:
2026-03-27 22:23:44 +09:00
parent 0a2eb619eb
commit d8a7b07624
495 changed files with 51961 additions and 892 deletions

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@@ -1,5 +1,5 @@
#ifndef BUILTIN_COMMON_HLSL
#define BUILTIN_COMMON_HLSL
#ifndef GHOST_COMMON_HLSL
#define GHOST_COMMON_HLSL
struct Vertex
{
@@ -104,4 +104,4 @@ static inline T LoadData(BYTE_ADDRESS_BUFFER buffer, uint index)
return buf.Load<T>(index * sizeof(T));
}
#endif // BUILTIN_COMMON_HLSL
#endif // GHOST_COMMON_HLSL

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@@ -1,27 +1,26 @@
#ifndef BUILTIN_PROPERTIES_HLSL
#define BUILTIN_PROPERTIES_HLSL
#ifndef GHOST_PROPERTIES_HLSL
#define GHOST_PROPERTIES_HLSL
#include "F:/csharp/GhostEngine/src/Runtime/Ghost.Graphics/Shaders/Includes/Common.hlsl"
// TODO: This should be auto generated to match the c# side.
struct PushConstantData
{
uint globalIndex;
uint viewIndex;
uint objectIndex;
BYTE_ADDRESS_BUFFER frameBuffer;
BYTE_ADDRESS_BUFFER viewBuffer;
BYTE_ADDRESS_BUFFER instanceBuffer;
uint instanceIndex;
uint materialIndex;
};
struct GlobalFrameData
struct FrameData
{
uint viewBufferIndex;
uint instanceBufferIndex;
uint viewBufferCount;
uint instanceBufferCount;
uint userBufferIndex;
BYTE_ADDRESS_BUFFER viewBuffer;
BYTE_ADDRESS_BUFFER instanceBuffer;
BYTE_ADDRESS_BUFFER userBuffer;
};
struct PerViewData
struct ViewData
{
float4x4 viewMatrix;
float4x4 projectionMatrix;
@@ -32,17 +31,20 @@ struct PerViewData
float4 screenSize; // xy: size, zw: 1/size
};
struct PerInstanceData
struct InstanceData
{
float4x4 localToWorld;
BYTE_ADDRESS_BUFFER meshBuffer;
BYTE_ADDRESS_BUFFER materialBuffer;
};
struct PerObjectData
struct MeshData
{
float3 worldBoundsMin;
BYTE_ADDRESS_BUFFER vertexBuffer;
float3 worldBoundsMax;
BYTE_ADDRESS_BUFFER indexBuffer;
BYTE_ADDRESS_BUFFER meshletBuffer;
BYTE_ADDRESS_BUFFER meshletVerticesBuffer;
BYTE_ADDRESS_BUFFER meshletTrianglesBuffer;
@@ -50,4 +52,4 @@ struct PerObjectData
PushConstantData g_PushConstantData : register(b0);
#endif // BUILTIN_PROPERTIES_HLSL
#endif // GHOST_PROPERTIES_HLSL

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@@ -0,0 +1,123 @@
#ifndef GHOST_RANDOM_HLSL
#define GHOST_RANDOM_HLSL
float RandomFloat(float2 uv)
{
return frac(sin(dot(uv, float2(12.9898, 78.233))) * 43758.5453);
}
float Hash(uint s)
{
s = s ^ 2747636419u;
s = s * 2654435769u;
s = s ^ (s >> 16);
s = s * 2654435769u;
s = s ^ (s >> 16);
s = s * 2654435769u;
return float(s) * rcp(4294967296.0); // 2^-32
}
// A single iteration of Bob Jenkins' One-At-A-Time hashing algorithm.
uint JenkinsHash(uint x)
{
x += (x << 10u);
x ^= (x >> 6u);
x += (x << 3u);
x ^= (x >> 11u);
x += (x << 15u);
return x;
}
// Compound versions of the hashing algorithm.
uint JenkinsHash(uint2 v)
{
return JenkinsHash(v.x ^ JenkinsHash(v.y));
}
uint JenkinsHash(uint3 v)
{
return JenkinsHash(v.x ^ JenkinsHash(v.yz));
}
uint JenkinsHash(uint4 v)
{
return JenkinsHash(v.x ^ JenkinsHash(v.yzw));
}
uint PCGHash(uint input)
{
uint state = input * 747796405u + 2891336453u;
uint word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;
return (word >> 22u) ^ word;
}
// Construct a float with half-open range [0, 1) using low 23 bits.
// All zeros yields 0, all ones yields the next smallest representable value below 1.
float ConstructFloat(int m)
{
const int ieeeMantissa = 0x007FFFFF; // Binary FP32 mantissa bitmask
const int ieeeOne = 0x3F800000; // 1.0 in FP32 IEEE
m &= ieeeMantissa; // Keep only mantissa bits (fractional part)
m |= ieeeOne; // Add fractional part to 1.0
float f = asfloat(m); // Range [1, 2)
return f - 1; // Range [0, 1)
}
float ConstructFloat(uint m)
{
return ConstructFloat(asint(m));
}
// Pseudo-random value in half-open range [0, 1). The distribution is reasonably uniform.
// Ref: https://stackoverflow.com/a/17479300
float GenerateHashedRandomFloat(uint x)
{
return ConstructFloat(JenkinsHash(x));
}
float GenerateHashedRandomFloat(uint2 v)
{
return ConstructFloat(JenkinsHash(v));
}
float GenerateHashedRandomFloat(uint3 v)
{
return ConstructFloat(JenkinsHash(v));
}
float GenerateHashedRandomFloat(uint4 v)
{
return ConstructFloat(JenkinsHash(v));
}
float2 InitRandom(float2 input)
{
float2 r;
r.x = Hash(uint(input.x * 0xFFFFFFFFu));
r.y = Hash(uint(input.y * 0xFFFFFFFFu));
return r;
}
//From Next Generation Post Processing in Call of Duty: Advanced Warfare [Jimenez 2014]
// http://advances.realtimerendering.com/s2014/index.html
float InterleavedGradientNoise(float2 pixCoord, int frameCount)
{
const float3 magic = float3(0.06711056f, 0.00583715f, 52.9829189f);
float2 frameMagicScale = float2(2.083f, 4.867f);
pixCoord += frameCount * frameMagicScale;
return frac(magic.z * frac(dot(pixCoord, magic.xy)));
}
// 32-bit Xorshift random number generator
uint XorShift(inout uint rngState)
{
rngState ^= rngState << 13;
rngState ^= rngState >> 17;
rngState ^= rngState << 5;
return rngState;
}
#endif