Refactor graphics engine dependencies and structure

Removed references to `Misaki.HighPerformance.Unsafe` and replaced them with `Misaki.HighPerformance.LowLevel` in multiple files.
Removed calls to `AllocationManager.Initialize()` and `AllocationManager.Dispose()` in `EngineCore.cs`.
Added new methods to the `ICommandBuffer` interface for enhanced rendering capabilities.
Updated the `D3D12CommandBuffer` class to implement new graphics command handling methods.
Added the `Material` class to manage shader properties and caching for improved performance.
Encapsulated shader compilation and reflection processes within the `Shader` class for better organization.
Added the `CBufferCache` struct to optimize GPU resource management for constant buffer data.
Updated the `MeshRenderPass` class to utilize the new `Material` class for dynamic mesh rendering.
Updated various project files to reflect the restructuring of dependencies.
Modified XAML files and code-behind for improved readability and maintainability.
This commit is contained in:
2025-07-07 22:59:47 +09:00
parent 261afa4133
commit eed1b9d3d0
24 changed files with 630 additions and 344 deletions

View File

@@ -1,24 +1,18 @@
using Ghost.Graphics.Contracts;
using Ghost.Graphics.D3D12;
using Ghost.Graphics.D3D12.Utilities;
using Ghost.Graphics.Data;
using Ghost.Graphics.Shading;
using Ghost.Graphics.Utilities;
using System.Drawing;
using System.Runtime.CompilerServices;
using Win32;
using Win32.Graphics.Direct3D;
using Win32.Graphics.Direct3D12;
using Win32.Graphics.Dxgi.Common;
using System.Numerics;
namespace Ghost.Graphics.RenderPasses;
internal unsafe class MeshRenderPass : IRenderPass
{
private const string _HLSL_SOURCE = @"
cbuffer ConstantBuffer : register(b0)
{
float4x4 WVP_Matrix;
float4 _Color;
};
struct VertexInput
@@ -43,105 +37,35 @@ PixelInput VSMain(VertexInput input)
float4 PSMain(PixelInput input) : SV_TARGET
{
return float4(1.0, 1.0, 1.0, 1.0);
return float4(_Color.xyz, 1.0);
}
";
private Mesh? _mesh;
private ComPtr<ID3D12RootSignature> _rootSignature;
private ComPtr<ID3D12PipelineState> _pipelineState;
private Shader? _shader;
private Material? _material;
public void Initialize(ICommandBuffer cmb)
{
_mesh = MeshBuilder.CreateCube(0.25f, new(Color.AliceBlue));
_mesh = MeshBuilder.CreateCube(0.25f);
_mesh.UploadMeshData(cmb);
CreateRootSignature();
CreatePipelineStateObject();
}
_shader = new(_HLSL_SOURCE);
_material = new(_shader);
private void CreateRootSignature()
{
var rootParameters = new RootParameter[]
{
new ()
{
ParameterType = RootParameterType.Cbv,
ShaderVisibility = ShaderVisibility.Vertex,
Descriptor = new RootDescriptor(0, 0)
}
};
var rootSignatureDesc = new RootSignatureDescription(0u, (RootParameter*)Unsafe.AsPointer(ref rootParameters[0]))
{
Flags = RootSignatureFlags.AllowInputAssemblerInputLayout
};
using ComPtr<ID3DBlob> signature = default;
using ComPtr<ID3DBlob> error = default;
var hr = D3D12SerializeRootSignature(&rootSignatureDesc, RootSignatureVersion.V1_0, signature.GetAddressOf(), error.GetAddressOf());
if (hr.Failure)
{
var errorMessage = System.Text.Encoding.ASCII.GetString((byte*)error.Get()->GetBufferPointer(), (int)error.Get()->GetBufferSize());
throw new InvalidOperationException($"Failed to serialize root signature: {errorMessage}");
}
GraphicsPipeline.GetGraphicsDevice<D3D12GraphicsDevice>().NativeDevice.Ptr->CreateRootSignature(0, signature.Get()->GetBufferPointer(), signature.Get()->GetBufferSize(), __uuidof<ID3D12RootSignature>(), _rootSignature.GetVoidAddressOf());
}
private void CreatePipelineStateObject()
{
try
{
var vertexShaderBytecode = Shader.CompileShader(_HLSL_SOURCE, "VSMain", "vs_5_0");
var pixelShaderBytecode = Shader.CompileShader(_HLSL_SOURCE, "PSMain", "ps_5_0");
fixed (byte* vsPtr = vertexShaderBytecode)
fixed (byte* psPtr = pixelShaderBytecode)
{
var psoDesc = new GraphicsPipelineStateDescription
{
pRootSignature = _rootSignature.Get(),
VS = new ShaderBytecode(vsPtr, (nuint)vertexShaderBytecode.Length),
PS = new ShaderBytecode(psPtr, (nuint)pixelShaderBytecode.Length),
InputLayout = D3D12PipelineResource.InputLayoutDescription,
RasterizerState = RasterizerDescription.CullNone,
BlendState = BlendDescription.Opaque,
DepthStencilState = DepthStencilDescription.Default,
SampleMask = uint.MaxValue,
PrimitiveTopologyType = PrimitiveTopologyType.Triangle,
NumRenderTargets = 1,
SampleDesc = new SampleDescription(1, 0),
DSVFormat = Format.Unknown,
};
psoDesc.RTVFormats[0] = D3D12PipelineResource.SWAP_CHAIN_BACK_BUFFER_FORMAT;
// Create the PSO
GraphicsPipeline.GetGraphicsDevice<D3D12GraphicsDevice>().NativeDevice.Ptr->CreateGraphicsPipelineState(&psoDesc, __uuidof<ID3D12PipelineState>(), _pipelineState.GetVoidAddressOf());
}
}
catch (Exception ex)
{
Console.WriteLine(ex.ToString());
}
var color = new Vector4(Color.Brown.R / 255f, Color.Brown.G / 255f, Color.Brown.B / 255f, 1.0f);
_material.SetVector("_Color", ref color);
}
public void Execute(ICommandBuffer cmb)
{
var dx12Cmb = (D3D12CommandBuffer)cmb;
dx12Cmb.CommandList.Ptr->SetGraphicsRootSignature(_rootSignature.Get());
dx12Cmb.CommandList.Ptr->SetPipelineState(_pipelineState.Get());
cmb.DrawMesh(_mesh!);
cmb.DrawMesh(_mesh!, _material!);
}
public void Dispose()
{
_mesh?.Dispose();
_rootSignature.Dispose();
_pipelineState.Dispose();
_shader?.Dispose();
_material?.Dispose();
}
}