From e32a24739de0c5c5fbc46be345665c6abb10ec73 Mon Sep 17 00:00:00 2001 From: Misaki Date: Wed, 1 Apr 2026 19:57:27 +0900 Subject: [PATCH] feat(rhi): add NoAccess ops, axis conversion, meshlet color Added NoAccess to attachment ops for depth/stencil, updated D3D12 and RenderGraph to handle new ops, and improved axis/handedness conversion in mesh loading. Enabled meshlet color hashing in test shader. Changed default rasterizer winding, added format helpers, and updated camera transform for correct mesh orientation. JobScheduler usage commented out for now. --- .gitignore | 1 + .../D3D12CommandBuffer.cs | 14 +++---- .../Utilities/D3D12Utility.cs | 2 +- src/Runtime/Ghost.Graphics.RHI/Common.cs | 6 ++- src/Runtime/Ghost.Graphics.RHI/RHIUtility.cs | 16 +++++++- .../RenderGraphModule/RenderGraphBuilder.cs | 2 +- .../RenderGraphModule/RenderGraphExecutor.cs | 10 ++--- .../RenderGraphNativePassBuilder.cs | 8 ++-- src/Runtime/Ghost.Graphics/test.gshdr | 16 ++++---- .../Utilities/MeshUtility.cs | 37 +++++++++++++++---- .../Windows/GraphicsTestWindow.xaml.cs | 18 ++++----- 11 files changed, 79 insertions(+), 51 deletions(-) diff --git a/.gitignore b/.gitignore index d60b401..e88f367 100644 --- a/.gitignore +++ b/.gitignore @@ -13,6 +13,7 @@ AGENTS.md ref/ docfx/ +.opencode/ NUL # User-specific files (MonoDevelop/Xamarin Studio) diff --git a/src/Runtime/Ghost.Graphics.D3D12/D3D12CommandBuffer.cs b/src/Runtime/Ghost.Graphics.D3D12/D3D12CommandBuffer.cs index 60dd476..c0828a6 100644 --- a/src/Runtime/Ghost.Graphics.D3D12/D3D12CommandBuffer.cs +++ b/src/Runtime/Ghost.Graphics.D3D12/D3D12CommandBuffer.cs @@ -509,6 +509,7 @@ internal unsafe class D3D12CommandBuffer : D3D12Object D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_PRESERVE, AttachmentLoadOp.Clear => D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_CLEAR, AttachmentLoadOp.DontCare => D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_DISCARD, + AttachmentLoadOp.NoAccess => D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_NO_ACCESS, _ => D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_PRESERVE }; @@ -517,7 +518,8 @@ internal unsafe class D3D12CommandBuffer : D3D12Object D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_PRESERVE, AttachmentStoreOp.DontCare => D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_DISCARD, - _ => D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_PRESERVE + AttachmentStoreOp.NoAccess => D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_NO_ACCESS, + _ => D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_NO_ACCESS }; // Map stencil load operation @@ -526,6 +528,7 @@ internal unsafe class D3D12CommandBuffer : D3D12Object D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_PRESERVE, AttachmentLoadOp.Clear => D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_CLEAR, AttachmentLoadOp.DontCare => D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_DISCARD, + AttachmentLoadOp.NoAccess => D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_NO_ACCESS, _ => D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_PRESERVE }; @@ -534,15 +537,10 @@ internal unsafe class D3D12CommandBuffer : D3D12Object D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_PRESERVE, AttachmentStoreOp.DontCare => D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_DISCARD, - _ => D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_PRESERVE + AttachmentStoreOp.NoAccess => D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_NO_ACCESS, + _ => D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_NO_ACCESS }; - if (!depthDesc.HasStencil) - { - stencilLoadAccessType = D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_NO_ACCESS; - stencilStoreAccessType = D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_NO_ACCESS; - } - var desc = new D3D12_RENDER_PASS_DEPTH_STENCIL_DESC { cpuDescriptor = cpuHandle, diff --git a/src/Runtime/Ghost.Graphics.D3D12/Utilities/D3D12Utility.cs b/src/Runtime/Ghost.Graphics.D3D12/Utilities/D3D12Utility.cs index 4352b58..579bc66 100644 --- a/src/Runtime/Ghost.Graphics.D3D12/Utilities/D3D12Utility.cs +++ b/src/Runtime/Ghost.Graphics.D3D12/Utilities/D3D12Utility.cs @@ -504,7 +504,7 @@ internal static unsafe class D3D12Utility public static D3D12_RASTERIZER_DESC D3D12_RASTERIZER_DESC_CREATE( D3D12_FILL_MODE fillMode, D3D12_CULL_MODE cullMode, - bool frontCounterClockwise = true, + bool frontCounterClockwise = false, int depthBias = D3D12_DEFAULT_DEPTH_BIAS, float depthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP, float slopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS, diff --git a/src/Runtime/Ghost.Graphics.RHI/Common.cs b/src/Runtime/Ghost.Graphics.RHI/Common.cs index 85947d3..8f149ea 100644 --- a/src/Runtime/Ghost.Graphics.RHI/Common.cs +++ b/src/Runtime/Ghost.Graphics.RHI/Common.cs @@ -1359,11 +1359,13 @@ public enum AttachmentLoadOp { Load, Clear, - DontCare + DontCare, + NoAccess } public enum AttachmentStoreOp { Store, - DontCare + DontCare, + NoAccess } diff --git a/src/Runtime/Ghost.Graphics.RHI/RHIUtility.cs b/src/Runtime/Ghost.Graphics.RHI/RHIUtility.cs index 197392b..ca2d6e8 100644 --- a/src/Runtime/Ghost.Graphics.RHI/RHIUtility.cs +++ b/src/Runtime/Ghost.Graphics.RHI/RHIUtility.cs @@ -2,6 +2,7 @@ using Ghost.Core; using Ghost.Core.Graphics; using Ghost.Core.Utilities; using System.IO.Hashing; +using System.Runtime.CompilerServices; using System.Runtime.InteropServices; namespace Ghost.Graphics.RHI; @@ -10,6 +11,7 @@ public static class RHIUtility { public const int MAX_RENDER_TARGETS = 8; + [MethodImpl(MethodImplOptions.AggressiveInlining)] public static uint GetBytesPerPixel(this TextureFormat format) { return format switch @@ -24,9 +26,16 @@ public static class RHIUtility }; } - public static uint GetTotalBytes(this TextureDesc desc) + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public static bool IsDepthStencilFormat(this TextureFormat format) { - return desc.Format.GetBytesPerPixel() * desc.Width * desc.Height * desc.Slice; + return format == TextureFormat.D24_UNorm_S8_UInt || format == TextureFormat.D32_Float; + } + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public static bool IsStencilFormat(this TextureFormat format) + { + return format == TextureFormat.D24_UNorm_S8_UInt; } public static void GetSurfaceInfo(this TextureFormat format, uint width, uint height, out uint rowPitch, out uint slicePitch, out uint rowCount) @@ -136,12 +145,14 @@ public static class RHIUtility } } + [MethodImpl(MethodImplOptions.AggressiveInlining)] public static Key64 CreateShaderPassKey(string passID) { var passIdSpan = passID.AsSpan(); return new Key64(XxHash3.HashToUInt64(MemoryMarshal.AsBytes(passIdSpan))); } + [MethodImpl(MethodImplOptions.AggressiveInlining)] public static Key64 CreateShaderVariantKey(Key64 passKey, ref readonly LocalKeywordSet keywords) { var passHash = passKey.Value; @@ -176,6 +187,7 @@ public static class RHIUtility return new Key128(new UInt128(lo, hi)); } + [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool TryGetString(this Key128 key, Span destination) { return key.Value.TryFormat(destination, out var _, "X16"); diff --git a/src/Runtime/Ghost.Graphics/RenderGraphModule/RenderGraphBuilder.cs b/src/Runtime/Ghost.Graphics/RenderGraphModule/RenderGraphBuilder.cs index 2ff75b3..66a0ab2 100644 --- a/src/Runtime/Ghost.Graphics/RenderGraphModule/RenderGraphBuilder.cs +++ b/src/Runtime/Ghost.Graphics/RenderGraphModule/RenderGraphBuilder.cs @@ -294,7 +294,7 @@ internal class RenderGraphBuilder : IRasterRenderGraphBuilder, IComputeRenderGra } } - public void SetDepthAttachment(Identifier texture, AccessFlags flags = AccessFlags.WriteAll) + public void SetDepthAttachment(Identifier texture, AccessFlags flags = AccessFlags.ReadWrite) { ThrowIfDisposed(); diff --git a/src/Runtime/Ghost.Graphics/RenderGraphModule/RenderGraphExecutor.cs b/src/Runtime/Ghost.Graphics/RenderGraphModule/RenderGraphExecutor.cs index 83dc19e..2a1c90c 100644 --- a/src/Runtime/Ghost.Graphics/RenderGraphModule/RenderGraphExecutor.cs +++ b/src/Runtime/Ghost.Graphics/RenderGraphModule/RenderGraphExecutor.cs @@ -139,18 +139,16 @@ internal sealed class RenderGraphExecutor ClearStencil = nativePass.depthAttachment.clearStencil, DepthLoadOp = nativePass.hasDepthAttachment ? nativePass.depthAttachment.loadOp - : AttachmentLoadOp.DontCare, + : AttachmentLoadOp.NoAccess, DepthStoreOp = nativePass.hasDepthAttachment ? nativePass.depthAttachment.storeOp - : AttachmentStoreOp.DontCare, + : AttachmentStoreOp.NoAccess, StencilLoadOp = nativePass.hasDepthAttachment ? nativePass.depthAttachment.stencilLoadOp - : AttachmentLoadOp.DontCare, + : AttachmentLoadOp.NoAccess, StencilStoreOp = nativePass.hasDepthAttachment ? nativePass.depthAttachment.stencilStoreOp - : AttachmentStoreOp.DontCare, - HasStencil = nativePass.hasDepthAttachment && - (_resources.GetResource(nativePass.depthAttachment.texture).rgTextureDesc.format == TextureFormat.D24_UNorm_S8_UInt) + : AttachmentStoreOp.NoAccess, }; commandBuffer.BeginRenderPass(new Span(pPassRTDescs, nativePass.colorAttachmentCount), depthDesc); diff --git a/src/Runtime/Ghost.Graphics/RenderGraphModule/RenderGraphNativePassBuilder.cs b/src/Runtime/Ghost.Graphics/RenderGraphModule/RenderGraphNativePassBuilder.cs index 0181bc4..0142212 100644 --- a/src/Runtime/Ghost.Graphics/RenderGraphModule/RenderGraphNativePassBuilder.cs +++ b/src/Runtime/Ghost.Graphics/RenderGraphModule/RenderGraphNativePassBuilder.cs @@ -365,18 +365,16 @@ internal sealed class RenderGraphNativePassBuilder attachment.storeOp = AttachmentStoreOp.Store; } - var hasStencil = resource.rgTextureDesc.format == TextureFormat.D24_UNorm_S8_UInt; - if (hasStencil) + if (resource.rgTextureDesc.format.IsStencilFormat()) { attachment.stencilLoadOp = attachment.loadOp; attachment.stencilStoreOp = attachment.storeOp; } else { - attachment.stencilLoadOp = AttachmentLoadOp.DontCare; - attachment.stencilStoreOp = AttachmentStoreOp.DontCare; + attachment.stencilLoadOp = AttachmentLoadOp.NoAccess; + attachment.stencilStoreOp = AttachmentStoreOp.NoAccess; } - } } } diff --git a/src/Runtime/Ghost.Graphics/test.gshdr b/src/Runtime/Ghost.Graphics/test.gshdr index cd293bc..9cf9176 100644 --- a/src/Runtime/Ghost.Graphics/test.gshdr +++ b/src/Runtime/Ghost.Graphics/test.gshdr @@ -112,14 +112,14 @@ shader "MyShader/Standard" // float4 blendedColor = (color1 + color2 + color3 + color4) * 0.25f; // return perMaterialData.color * blendedColor + input.color; - // uint hash = PCGHash(input.meshletID); - // - // float r = float((hash & 0xFF0000u) >> 16) / 255.0; - // float g = float((hash & 0x00FF00u) >> 8) / 255.0; - // float b = float((hash & 0x0000FFu)) / 255.0; - // - // return float4(r, g, b, 1.0); - return float4(input.normal, 1.0); + uint hash = PCGHash(input.meshletID); + + float r = float((hash & 0xFF0000u) >> 16) / 255.0; + float g = float((hash & 0x00FF00u) >> 8) / 255.0; + float b = float((hash & 0x0000FFu)) / 255.0; + + return float4(r, g, b, 1.0); + // return float4(input.normal, 1.0); } } diff --git a/src/Test/Ghost.Graphics.Test/Utilities/MeshUtility.cs b/src/Test/Ghost.Graphics.Test/Utilities/MeshUtility.cs index 334d944..0adb3fd 100644 --- a/src/Test/Ghost.Graphics.Test/Utilities/MeshUtility.cs +++ b/src/Test/Ghost.Graphics.Test/Utilities/MeshUtility.cs @@ -1,6 +1,5 @@ using Ghost.Core; using Ghost.Graphics.RHI; -using Ghost.Graphics.Utilities; using Ghost.MeshOptimizer; using Ghost.Ufbx; using Misaki.HighPerformance.LowLevel; @@ -8,12 +7,14 @@ using Misaki.HighPerformance.LowLevel.Buffer; using Misaki.HighPerformance.LowLevel.Collections; using Misaki.HighPerformance.LowLevel.Utilities; using Misaki.HighPerformance.Mathematics; +using System.Runtime.CompilerServices; using System.Text; namespace Ghost.Graphics.Test.Utilities; internal static class MeshUtility { + [MethodImpl(MethodImplOptions.AggressiveInlining)] private static float4 ComputeTangent(float3 t, float3 n, float3 b) { var proj = n * math.dot(n, t); @@ -22,6 +23,12 @@ internal static class MeshUtility return new float4(t.xyz, w); } + [MethodImpl(MethodImplOptions.AggressiveInlining)] + private static float3 RightHandToLeft(float3 p) + { + return new float3(p.x, p.y, -p.z); + } + public static unsafe Result LoadMesh(string filePath, Allocator allocator, out UnsafeList vertices, out UnsafeList indices) { vertices = default; @@ -38,7 +45,25 @@ internal static class MeshUtility return Result.Failure("Unsupported file format. Only .obj and .fbx are supported."); } - var load_Opts = new ufbx_load_opts(); + var load_Opts = new ufbx_load_opts + { + target_axes = new ufbx_coordinate_axes + { + right = ufbx_coordinate_axis.UFBX_COORDINATE_AXIS_POSITIVE_X, + up = ufbx_coordinate_axis.UFBX_COORDINATE_AXIS_POSITIVE_Y, + front = ufbx_coordinate_axis.UFBX_COORDINATE_AXIS_POSITIVE_Z + }, + obj_axes = new ufbx_coordinate_axes + { + right = ufbx_coordinate_axis.UFBX_COORDINATE_AXIS_POSITIVE_X, + up = ufbx_coordinate_axis.UFBX_COORDINATE_AXIS_POSITIVE_Y, + front = ufbx_coordinate_axis.UFBX_COORDINATE_AXIS_NEGATIVE_Z + }, + // Force X-axis mirroring to correctly convert handedness to Left-Handed, + // while preserving correct left/right orientation when viewed from the front. + handedness_conversion_axis = ufbx_mirror_axis.UFBX_MIRROR_AXIS_X, + space_conversion = ufbx_space_conversion.UFBX_SPACE_CONVERSION_MODIFY_GEOMETRY, + }; var error = new ufbx_error(); using var pool = new MemoryPool(new VirtualStack.CreationOpts @@ -81,7 +106,7 @@ internal static class MeshUtility } var maxScratchIndices = (int)(pMesh->max_face_triangles * 3u); - + using var triIndicesArray = new UnsafeArray(maxScratchIndices, scope1.AllocationHandle); for (var j = 0u; j < pMesh->num_faces; j++) @@ -95,12 +120,9 @@ internal static class MeshUtility { var ufbxTopologyIndex = triIndicesArray[k]; - // TODO: Check if normals/UVs exist before accessing .flatIndices.data - // If it does not exist, we leave uv as (0,0) and compute normals/tangents later - var posIdx = pMesh->vertex_position.indices.data[ufbxTopologyIndex]; var normIdx = pMesh->vertex_normal.exists ? pMesh->vertex_normal.indices.data[ufbxTopologyIndex] : uint.MaxValue; - var tanIdx = pMesh->vertex_tangent.exists ? pMesh->vertex_tangent.indices.data[ufbxTopologyIndex] : uint.MaxValue; + var tanIdx = pMesh->vertex_tangent.exists ? pMesh->vertex_tangent.indices.data[ufbxTopologyIndex] : uint.MaxValue; var uvIdx = pMesh->vertex_uv.exists ? pMesh->vertex_uv.indices.data[ufbxTopologyIndex] : uint.MaxValue; var colIdx = pMesh->vertex_color.exists ? pMesh->vertex_color.indices.data[ufbxTopologyIndex] : uint.MaxValue; var btanIdx = pMesh->vertex_bitangent.exists ? pMesh->vertex_bitangent.indices.data[ufbxTopologyIndex] : uint.MaxValue; @@ -124,7 +146,6 @@ internal static class MeshUtility var newIndex = (uint)flatVertices.Count; flatVertices.Add(vertex); - //flatIndices.Add(newIndex); if (!needComputeNormals) { diff --git a/src/Test/Ghost.Graphics.Test/Windows/GraphicsTestWindow.xaml.cs b/src/Test/Ghost.Graphics.Test/Windows/GraphicsTestWindow.xaml.cs index bf2ec43..f73f70a 100644 --- a/src/Test/Ghost.Graphics.Test/Windows/GraphicsTestWindow.xaml.cs +++ b/src/Test/Ghost.Graphics.Test/Windows/GraphicsTestWindow.xaml.cs @@ -5,12 +5,10 @@ using Ghost.Engine.Utilities; using Ghost.Entities; using Ghost.Graphics.Core; using Ghost.Graphics.RHI; -using Ghost.Graphics.Test.Utilities; using Ghost.Graphics.Utilities; using Microsoft.UI.Xaml; using Microsoft.UI.Xaml.Controls; using Microsoft.UI.Xaml.Media; -using Misaki.HighPerformance.Jobs; using Misaki.HighPerformance.LowLevel.Buffer; using Misaki.HighPerformance.Mathematics; @@ -20,7 +18,7 @@ public sealed partial class GraphicsTestWindow : Window { private RenderSystem? _renderSystem; private ISwapChain? _swapChain; - private JobScheduler _jobScheduler; + //private JobScheduler _jobScheduler; private World? _world; private Handle _meshHandle; @@ -36,7 +34,7 @@ public sealed partial class GraphicsTestWindow : Window Panel.SizeChanged += SwapChainPanel_SizeChanged; Panel.CompositionScaleChanged += SwapChainPanel_CompositionScaleChanged; - + var opts = new AllocationManagerInitOpts { ArenaCapacity = 1024 * 1024 * 1024, // 1GB @@ -46,7 +44,7 @@ public sealed partial class GraphicsTestWindow : Window AllocationManager.Initialize(opts); - _jobScheduler = new JobScheduler(Environment.ProcessorCount - 1); + //_jobScheduler = new JobScheduler(Environment.ProcessorCount - 1); } private void GraphicsTestWindow_Activated(object sender, WindowActivatedEventArgs e) @@ -79,7 +77,7 @@ public sealed partial class GraphicsTestWindow : Window _renderSystem.Start(); // ECS Setup - _world = World.Create(_jobScheduler); + _world = World.Create(); _world.AddService(_renderSystem); // Add Systems @@ -109,12 +107,12 @@ public sealed partial class GraphicsTestWindow : Window _world.EntityManager.SetComponent(cameraEntity, new LocalToWorld { - matrix = float4x4.TRS(new float3(0.0f, 1.0f, -5.0f), quaternion.EulerXYZ(new float3(0, 0, 0)), float3.one) + matrix = float4x4.TRS(new float3(0.0f, 1.0f, 5.0f), quaternion.EulerXYZ(new float3(0, math.radians(180.0f), 0)), float3.one) }); // Create Mesh Entity //MeshBuilder.CreateCube(0.75f, default, Allocator.Persistent, out var vertices, out var indices); - MeshUtility.LoadMesh("F:/c/SimpleRayTracer/native/assets/bunny.obj", Allocator.Persistent, out var vertices, out var indices).ThrowIfFailed(); + Utilities.MeshUtility.LoadMesh("F:/c/SimpleRayTracer/native/assets/bunny.obj", Allocator.Persistent, out var vertices, out var indices).ThrowIfFailed(); // TODO: Put this to the beginning of the frame without createing another command buffer? using var directCmd = _renderSystem.GraphicsEngine.CreateCommandBuffer(CommandBufferType.Graphics); @@ -141,7 +139,7 @@ public sealed partial class GraphicsTestWindow : Window _world.EntityManager.SetComponent(meshEntity, new LocalToWorld { - matrix = float4x4.identity + matrix = float4x4.TRS(float3.zero, quaternion.EulerXYZ(new float3(0, 0, 0)), float3.one) }); CompositionTarget.Rendering += OnRendering; @@ -162,7 +160,7 @@ public sealed partial class GraphicsTestWindow : Window _renderSystem?.ResourceManager.ReleaseMesh(_meshHandle); _swapChain?.Dispose(); - _jobScheduler.Dispose(); + //_jobScheduler.Dispose(); _renderSystem?.Dispose(); AllocationManager.Dispose();