using Ghost.Graphics.Data;
using Win32.Graphics.Direct3D12;
namespace Ghost.Graphics.RenderGraphModule;
///
/// Context passed to render pass execution functions
///
public readonly struct RenderPassContext
{
internal readonly int PassIndex;
// TODO: Add command list and other rendering context when available
internal RenderPassContext(int passIndex)
{
PassIndex = passIndex;
}
}
///
/// Builder for configuring render pass resource dependencies
///
public sealed class RenderPassBuilder
{
private readonly RenderGraph _renderGraph;
private readonly int _passIndex;
private readonly List _resourceAccesses;
internal RenderPassBuilder(RenderGraph renderGraph, int passIndex)
{
_renderGraph = renderGraph;
_passIndex = passIndex;
_resourceAccesses = new List();
}
internal IReadOnlyList ResourceAccesses => _resourceAccesses;
///
/// Declare a texture read dependency
///
public RGTextureHandle ReadTexture(RGTextureHandle handle)
{
if (!handle.IsValid)
throw new ArgumentException("Invalid texture handle", nameof(handle));
_resourceAccesses.Add(new ResourceAccess(handle._resourceId, ResourceAccessType.Read, _passIndex));
_renderGraph.UpdateResourceLifetime(handle._resourceId, _passIndex);
return handle;
}
///
/// Declare a texture write dependency
///
public RGTextureHandle WriteTexture(RGTextureHandle handle)
{
if (!handle.IsValid)
throw new ArgumentException("Invalid texture handle", nameof(handle));
_resourceAccesses.Add(new ResourceAccess(handle._resourceId, ResourceAccessType.Write, _passIndex));
_renderGraph.UpdateResourceLifetime(handle._resourceId, _passIndex);
return handle;
}
///
/// Declare a texture read-write dependency
///
public RGTextureHandle ReadWriteTexture(RGTextureHandle handle)
{
if (!handle.IsValid)
throw new ArgumentException("Invalid texture handle", nameof(handle));
_resourceAccesses.Add(new ResourceAccess(handle._resourceId, ResourceAccessType.ReadWrite, _passIndex));
_renderGraph.UpdateResourceLifetime(handle._resourceId, _passIndex);
return handle;
}
///
/// Declare a buffer read dependency
///
public RGBufferHandle ReadBuffer(RGBufferHandle handle)
{
if (!handle.IsValid)
throw new ArgumentException("Invalid buffer handle", nameof(handle));
_resourceAccesses.Add(new ResourceAccess(handle._resourceId, ResourceAccessType.Read, _passIndex));
_renderGraph.UpdateResourceLifetime(handle._resourceId, _passIndex);
return handle;
}
///
/// Declare a buffer write dependency
///
public RGBufferHandle WriteBuffer(RGBufferHandle handle)
{
if (!handle.IsValid)
throw new ArgumentException("Invalid buffer handle", nameof(handle));
_resourceAccesses.Add(new ResourceAccess(handle._resourceId, ResourceAccessType.Write, _passIndex));
_renderGraph.UpdateResourceLifetime(handle._resourceId, _passIndex);
return handle;
}
///
/// Declare a buffer read-write dependency
///
public RGBufferHandle ReadWriteBuffer(RGBufferHandle handle)
{
if (!handle.IsValid)
throw new ArgumentException("Invalid buffer handle", nameof(handle));
_resourceAccesses.Add(new ResourceAccess(handle._resourceId, ResourceAccessType.ReadWrite, _passIndex));
_renderGraph.UpdateResourceLifetime(handle._resourceId, _passIndex);
return handle;
}
///
/// Create a new transient texture within this pass
///
public RGTextureHandle CreateTexture(string name, TextureDescription description)
{
return _renderGraph.CreateTexture(name, ResourceLifetime.Transient, description);
}
///
/// Create a new transient buffer within this pass
///
public RGBufferHandle CreateBuffer(string name, BufferDescription description)
{
return _renderGraph.CreateBuffer(name, ResourceLifetime.Transient, description);
}
}