Refactor folder structure

This commit is contained in:
2026-02-18 00:50:46 +09:00
parent 426786397c
commit db8ca971a8
413 changed files with 2885 additions and 3634 deletions

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shader "Hidden/Blit"
{
properties
{
tex2d mainTex = { white };
sampler sampler_mainTex;
}
pass "Blit"
{
pipeline
{
ztest = disabled;
zwrite = off;
cull = off;
blend = opaque;
color_mask = all;
}
includes
{
"F:/csharp/GhostEngine/src/Runtime//Ghost.Graphics/Shaders/Includes/Common.hlsl";
"F:/csharp/GhostEngine/src/Runtime//Ghost.Graphics/Shaders/Includes/Color.hlsl";
"F:/csharp/GhostEngine/src/Runtime//Ghost.Graphics/Shaders/Includes/Properties.hlsl";
}
hlsl
{
struct PSInput
{
float4 position : SV_POSITION;
float4 uv : TEXCOORD0;
};
[numthreads(4, 1, 1)]
[OUTPUT_TRIANGLE_TOPOLOGY]
void MSMain(
uint gtid : SV_GroupThreadID,
out vertices PSInput verts[4],
out indices uint3 tris[2]
)
{
SetMeshOutputCounts(4, 2);
float2 uv = float2(gtid & 1, (gtid >> 1) & 1);
verts[gtid].position = float4(uv * 2.0 - 1.0, 0.0, 1.0);
verts[gtid].uv = float4(uv, 0.0, 0.0);
if (gtid == 0)
{
tris[0] = uint3(0, 1, 2); // First triangle
tris[1] = uint3(1, 3, 2); // Second triangle
}
}
float4 PSMain(PSInput input) : SV_TARGET
{
PerMaterialData perMaterialData = LoadData<PerMaterialData>(g_PushConstantData.perMaterialBuffer, 0);
float2 uv = input.uv.xy;
float4 color = SAMPLE_TEXTURE2D(perMaterialData.mainTex, perMaterialData.sampler_mainTex, uv);
#ifdef LINEAR_COLORSPACE
color = LinearToSRGB(color);
#endif
return color;
}
}
mesh "hlsl_block" : "MSMain";
pixel "hlsl_block" : "PSMain";
}
}

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#ifndef GHOST_COLOR_HLSL
#define GHOST_COLOR_HLSL
float4 LinearToSRGB(float4 color)
{
float3 srgb;
srgb = saturate(color.rgb);
srgb = pow(srgb, 1.0 / 2.2);
return float4(srgb, color.a);
}
#endif // GHOST_COLOR_HLSL

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#ifndef BUILTIN_COMMON_HLSL
#define BUILTIN_COMMON_HLSL
struct Vertex
{
float4 position;
float4 normal;
float4 tangent;
float4 uv;
float4 color;
};
// Resource descriptor heap definitions
#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
// Bindless resource type definitions
#define TEXTURE2D uint
#define TEXTURE3D uint
#define TEXTURECUBE uint
#define TEXTURE2D_ARRAY uint
#define TEXTURECUBE_ARRAY uint
#define SAMPLER uint
#define STRUCT_BUFFER uint
#define BYTE_ADDRESS_BUFFER uint
// Texture and sampler access macros
#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 SAMPLE_TEXTURE2D(texId, sampId, uv) SampleTexture2D(texId, sampId, uv)
#define SAMPLE_TEXTURE2D_LEVEL(texId, sampId, uv, level) SampleTexture2DLevel(texId, sampId, uv, level)
#define SAMPLE_TEXTURE2D_ARRAY(texId, sampId, uvw) SampleTextureArray(texId, sampId, uvw)
#define OUTPUT_TRIANGLE_TOPOLOGY outputtopology("triangle")
#define OUTPUT_LINE_TOPOLOGY outputtopology("line")
#define ZERO_INIT(T) (T)0
static inline float4 SampleTexture2D(uint texId, uint sampId, float2 uv)
{
Texture2D tex = GET_TEXTURE2D(texId);
SamplerState samp = GET_SAMPLER(sampId);
return tex.Sample(samp, uv);
}
static 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);
}
static inline float4 SampleTextureArray(uint texId, uint sampId, float3 uvw)
{
Texture2DArray tex = GET_TEXTURE2D_ARRAY(texId);
SamplerState samp = GET_SAMPLER(sampId);
return tex.Sample(samp, uvw);
}
static inline Vertex LoadVertexData(uint vertexID, uint groupID, BYTE_ADDRESS_BUFFER vertexBuffer, BYTE_ADDRESS_BUFFER indexBuffer)
{
ByteAddressBuffer vertices = GET_BUFFER(vertexBuffer);
ByteAddressBuffer indices = GET_BUFFER(indexBuffer);
// Compute the triangles vertex indices
uint indexOffset = (groupID * 3 + vertexID) * 4; // uint32 index
uint vertexIndex = indices.Load(indexOffset);
return vertices.Load<Vertex>(vertexIndex * sizeof(Vertex));
}
template<typename T>
static inline T LoadData(BYTE_ADDRESS_BUFFER buffer, uint index)
{
ByteAddressBuffer buf = GET_BUFFER(buffer);
return buf.Load<T>(index * sizeof(T));
}
#endif // BUILTIN_COMMON_HLSL

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#ifndef BUILTIN_PROPERTIES_HLSL
#define BUILTIN_PROPERTIES_HLSL
#include "F:/csharp/GhostEngine/src/Runtime//Ghost.Graphics/Shaders/Includes/Common.hlsl"
struct PushConstantData
{
BYTE_ADDRESS_BUFFER globalBuffer;
BYTE_ADDRESS_BUFFER perViewBuffer;
BYTE_ADDRESS_BUFFER perObjectBuffer;
BYTE_ADDRESS_BUFFER perMaterialBuffer;
};
struct PerViewData
{
float4x4 viewMatrix;
float4x4 projectionMatrix;
float3 cameraPosition;
float nearClip;
float3 cameraDirection;
float farClip;
float4 screenSize; // xy: size, zw: 1/size
};
struct PerObjectData
{
float4x4 localToWorld;
float3 worldBoundsMin;
BYTE_ADDRESS_BUFFER vertexBuffer;
float3 worldBoundsMax;
BYTE_ADDRESS_BUFFER indexBuffer;
};
PushConstantData g_PushConstantData : register(b0);
#endif // BUILTIN_PROPERTIES_HLSL