feat(shader): refactor and enhance shader compilation

Refactored shader compilation and resource management systems:
- Introduced `DXCShaderCompiler` for HLSL compilation and reflection.
- Added `BuildFinalShaderCode` method for robust shader code generation.
- Replaced raw strings with `ShaderEntryPoint` struct for shader paths.
- Updated `RenderContext` and `RenderGraphContext` for new pipeline methods.
- Added thread-safe resource management methods in `ResourceManager`.
- Introduced `DXCShaderReflectionData` for shader reflection handling.
- Removed redundant code and simplified `ShaderPropertiesRegistry`.

BREAKING CHANGE: Updated shader and resource APIs to use new structures and methods.
This commit is contained in:
2026-04-11 00:45:46 +09:00
parent 4ed5572ce7
commit f9a6e9cbbe
131 changed files with 13135 additions and 1002 deletions

View File

@@ -1,12 +1,35 @@
using Ghost.Core;
using Ghost.Graphics;
using Ghost.Graphics.Core;
using Ghost.Graphics.RenderGraphModule;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.LowLevel.Utilities;
using Misaki.HighPerformance.Mathematics;
using System.Diagnostics;
namespace Ghost.Engine.RenderPipeline;
internal class GhostRenderPipeline : IRenderPipeline
{
private struct AddInstanceData
{
public float4x4 localToWorld;
public uint instanceId;
public uint meshBuffer;
public uint materialPalette;
public uint renderingLayerMask;
public uint shadowCastingMode;
}
private struct RemoveInstanceData
{
public uint instanceId;
public uint swapWithInstanceId;
}
private readonly RenderSystem _renderSystem;
private readonly RenderGraph _renderGraph;
private readonly GPUScene _gpuScene;
public GPUScene GPUScene => _gpuScene;
@@ -14,9 +37,90 @@ internal class GhostRenderPipeline : IRenderPipeline
public GhostRenderPipeline(RenderSystem renderSystem)
{
_renderSystem = renderSystem;
_renderGraph = new RenderGraph(renderSystem.ResourceManager, renderSystem.GraphicsEngine);
_gpuScene = new GPUScene(renderSystem.GraphicsEngine.ResourceAllocator, renderSystem.GraphicsEngine.ResourceDatabase, 102_400u); // 102.4k objects should be enough for now
}
private static unsafe Handle<GPUBuffer> CreateAddInstanceBuffer(GhostRenderPayload ghostPayload, ResourceManager resourceManager, IResourceDatabase resourceDatabase)
{
if (!ghostPayload.AddRequest.IsEmpty)
{
var addDesc = new BufferDesc
{
Size = (nuint)ghostPayload.AddRequest.Count * MemoryUtility.SizeOf<AddInstanceData>(),
Stride = (uint)MemoryUtility.SizeOf<AddInstanceData>(),
Usage = BufferUsage.Structured | BufferUsage.ShaderResource,
HeapType = HeapType.Upload
};
var addBuffer = resourceManager.CreateTransientBuffer(in addDesc, "Add Instance Buffer");
var pAddData = (AddInstanceData*)resourceDatabase.MapResource(addBuffer.AsResource(), 0, null);
var i = 0;
while (ghostPayload.AddRequest.TryDequeue(out var addRequest))
{
var (mesh, error) = resourceManager.GetMeshReference(addRequest.meshInstance.mesh);
if (error.IsFailure)
{
Debug.Fail($"Failed to get mesh reference for mesh instance with ID {addRequest.instanceId}");
continue;
}
pAddData[i] = new AddInstanceData
{
localToWorld = addRequest.localToWorld,
instanceId = addRequest.instanceId,
meshBuffer = resourceDatabase.GetBindlessIndex(mesh.Get().MeshDataBuffer.AsResource()),
materialPalette = (uint)addRequest.meshInstance.materialPalette.Value,
renderingLayerMask = addRequest.meshInstance.renderingLayerMask,
shadowCastingMode = (uint)addRequest.meshInstance.shadowCastingMode
};
i++;
}
resourceDatabase.UnmapResource(addBuffer.AsResource(), 0, null);
return addBuffer;
}
return default;
}
private static unsafe Handle<GPUBuffer> CreateRemoveInstanceBuffer(GhostRenderPayload ghostPayload, ResourceManager resourceManager, IResourceDatabase resourceDatabase)
{
if (!ghostPayload.RemoveRequest.IsEmpty)
{
var addDesc = new BufferDesc
{
Size = (nuint)ghostPayload.AddRequest.Count * MemoryUtility.SizeOf<RemoveInstanceData>(),
Stride = (uint)MemoryUtility.SizeOf<RemoveInstanceData>(),
Usage = BufferUsage.Structured | BufferUsage.ShaderResource,
HeapType = HeapType.Upload
};
var removeBuffer = resourceManager.CreateTransientBuffer(in addDesc, "Remove Instance Buffer");
var pRemoveData = (RemoveInstanceData*)resourceDatabase.MapResource(removeBuffer.AsResource(), 0, null);
var i = 0;
while (ghostPayload.RemoveRequest.TryDequeue(out var removeRequest))
{
pRemoveData[i] = new RemoveInstanceData
{
instanceId = removeRequest.instanceId,
swapWithInstanceId = removeRequest.swapWithInstanceId
};
i++;
}
resourceDatabase.UnmapResource(removeBuffer.AsResource(), 0, null);
return removeBuffer;
}
return default;
}
public void Render(RenderContext ctx, int frameIndex, IRenderPayload payload)
{
var ghostPayload = (GhostRenderPayload)payload;
@@ -26,15 +130,21 @@ internal class GhostRenderPipeline : IRenderPipeline
foreach (ref readonly var request in ghostPayload.RenderRequests)
{
if (!RenderPipelineUtility.GetViewAndProjectionMatrices(_renderSystem, in request, out var view, out var projection, out var screenSize))
if (!RenderPipelineUtility.GetVPMatrices(_renderSystem, in request, out var view, out var projection, out var screenSize))
{
continue;
}
var addBuffer = CreateAddInstanceBuffer(ghostPayload, resourceManager, resourceDatabase);
var removeBuffer = CreateRemoveInstanceBuffer(ghostPayload, resourceManager, resourceDatabase);
}
}
public void Dispose()
{
throw new NotImplementedException();
_renderGraph.Dispose();
_gpuScene.Dispose();
}
}