using Ghost.Core; using Ghost.Graphics.RHI; using Misaki.HighPerformance.LowLevel.Buffer; using Misaki.HighPerformance.LowLevel.Collections; using Misaki.HighPerformance.LowLevel.Utilities; using System.Numerics; using System.Runtime.CompilerServices; namespace Ghost.Graphics.Data; public struct Material { internal UnsafeArray _cBufferCaches; public Identifier Shader { get; internal set; } } public ref struct MaterialAccessor { private ref Material _materialData; private ref Shader _shader; public MaterialAccessor(ref Material materialData, IResourceDatabase resourceDatabase) { _materialData = ref materialData; _shader = ref resourceDatabase.GetShaderReference(materialData.Shader); } private readonly unsafe void WriteToCache(int propertyId, in T value) where T : unmanaged { if (propertyId == -1) { throw new ArgumentException("Property ID is invalid."); } var propInfo = _shader.Properties[propertyId]; if (propInfo.Size != sizeof(T)) { throw new ArgumentException($"Property '{propertyId}' has a size mismatch. Expected {propInfo.Size} bytes, but got {sizeof(T)} bytes."); } var cache = _materialData._cBufferCaches[propInfo.CBufferIndex]; Unsafe.WriteUnaligned(ref cache.CpuData[(int)propInfo.ByteOffset], value); } /// /// Sets a float property in the material's constant buffer. /// /// The ID of the property to set. /// The value to set for the property. [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void SetFloat(int propertyId, in float value) { WriteToCache(propertyId, in value); } /// /// Sets a float property in the material's constant buffer. /// /// The name of the property to set. /// The value to set for the property. [MethodImpl(MethodImplOptions.AggressiveInlining)] public void SetFloat(string propertyName, in float value) { SetFloat(_shader.GetPropertyId(propertyName), in value); } /// /// Sets a uint property in the material's constant buffer (useful for texture indices). /// /// The ID of the property to set. /// The value to set for the property. [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void SetUInt(int propertyId, in uint value) { WriteToCache(propertyId, in value); } /// /// Sets a uint property in the material's constant buffer (useful for texture indices). /// /// The name of the property to set. /// The value to set for the property. [MethodImpl(MethodImplOptions.AggressiveInlining)] public void SetUInt(string propertyName, in uint value) { SetUInt(_shader.GetPropertyId(propertyName), in value); } /// /// Sets a Vector property in the material's constant buffer. /// /// The ID of the property to set. /// The value to set for the property. [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void SetVector(int propertyId, in Vector4 value) { WriteToCache(propertyId, in value); } /// /// Sets a Vector property in the material's constant buffer. /// /// The name of the property to set. /// The value to set for the property. [MethodImpl(MethodImplOptions.AggressiveInlining)] public void SetVector(string propertyName, in Vector4 value) { SetVector(_shader.GetPropertyId(propertyName), in value); } /// /// Sets a Matrix property in the material's constant buffer. /// /// The ID of the property to set. /// The value to set for the property. [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void SetMatrix(int propertyId, in Matrix4x4 value) { WriteToCache(propertyId, in value); } /// /// Sets a Matrix property in the material's constant buffer. /// /// The name of the property to set. /// The value to set for the property. [MethodImpl(MethodImplOptions.AggressiveInlining)] public void SetMatrix(string propertyName, in Matrix4x4 value) { SetMatrix(_shader.GetPropertyId(propertyName), in value); } /// /// Sets a texture index for a shader property (for bindless texture access) /// /// The name of the shader property (e.g., "_TextureIndex1") /// The bindless texture to reference public void SetTexture(string propertyName, Texture2D texture) { SetUInt(propertyName, texture.DescriptorIndex); } /// /// Sets the mesh buffer indices for bindless vertex and index buffer access /// /// The mesh whose buffer indices to set /// The name of the vertex buffer index property (e.g., "_VertexBufferIndex") /// The name of the index buffer index property (e.g., "_IndexBufferIndex") public void SetMeshBuffer(MeshClass mesh, string vertexBufferIndexProperty = "_VertexBufferIndex", string indexBufferIndexProperty = "_IndexBufferIndex") { SetUInt(vertexBufferIndexProperty, mesh.VertexBufferDescriptorIndex); SetUInt(indexBufferIndexProperty, mesh.IndexBufferDescriptorIndex); } /// /// Uploads all cached material data to the GPU using the specified command buffer. /// /// The command buffer used to perform the upload operations to the GPU. Cannot be null. public readonly void UploadMaterialData(ICommandBuffer cmb) { foreach (var cache in _materialData._cBufferCaches) { cmb.Upload(cache.GpuResource, cache.CpuData.AsSpan()); } } } /// /// Material implementation for bindless rendering with SM 6.6 support /// public unsafe class MaterialClass : IDisposable { private readonly UnsafeArray _cbufferCaches; private bool _disposed; internal ReadOnlySpan CBufferCaches => _cbufferCaches.AsSpan(); public Identifier Shader { get; set; } public MaterialClass(Identifier shader, IResourceAllocator resourceAllocator, IResourceDatabase resourceDatabase) { Shader = shader; var shaderResource = resourceDatabase.GetShader(shader); if (shaderResource.ConstantBuffers.Count > 0) { var maxSlot = shaderResource.ConstantBuffers.Max(cb => cb.RegisterSlot); _cbufferCaches = new UnsafeArray((int)maxSlot + 1, Allocator.Persistent); foreach (var cbufferInfo in shaderResource.ConstantBuffers) { var desc = new BufferDesc { Size = cbufferInfo.Size, Usage = BufferUsage.Constant, MemoryType = MemoryType.Default, }; var buffer = resourceAllocator.CreateBuffer(in desc); _cbufferCaches[cbufferInfo.RegisterSlot] = new CBufferCache(buffer, cbufferInfo.Size); } } } /// /// Sets a float property in the material's constant buffer. /// /// The ID of the property to set. /// The value to set for the property. [MethodImpl(MethodImplOptions.AggressiveInlining)] public void SetFloat(int propertyId, in float value) { WriteToCache(propertyId, in value); } /// /// Sets a float property in the material's constant buffer. /// /// The name of the property to set. /// The value to set for the property. [MethodImpl(MethodImplOptions.AggressiveInlining)] public void SetFloat(string propertyName, in float value) { SetFloat(Shader.GetPropertyId(propertyName), in value); } /// /// Sets a uint property in the material's constant buffer (useful for texture indices). /// /// The ID of the property to set. /// The value to set for the property. [MethodImpl(MethodImplOptions.AggressiveInlining)] public void SetUInt(int propertyId, in uint value) { WriteToCache(propertyId, in value); } /// /// Sets a uint property in the material's constant buffer (useful for texture indices). /// /// The name of the property to set. /// The value to set for the property. [MethodImpl(MethodImplOptions.AggressiveInlining)] public void SetUInt(string propertyName, in uint value) { SetUInt(Shader.GetPropertyId(propertyName), in value); } /// /// Sets a Vector property in the material's constant buffer. /// /// The ID of the property to set. /// The value to set for the property. [MethodImpl(MethodImplOptions.AggressiveInlining)] public void SetVector(int propertyId, in Vector4 value) { WriteToCache(propertyId, in value); } /// /// Sets a Vector property in the material's constant buffer. /// /// The name of the property to set. /// The value to set for the property. [MethodImpl(MethodImplOptions.AggressiveInlining)] public void SetVector(string propertyName, in Vector4 value) { SetVector(Shader.GetPropertyId(propertyName), in value); } /// /// Sets a Matrix property in the material's constant buffer. /// /// The ID of the property to set. /// The value to set for the property. [MethodImpl(MethodImplOptions.AggressiveInlining)] public void SetMatrix(int propertyId, in Matrix4x4 value) { WriteToCache(propertyId, in value); } /// /// Sets a Matrix property in the material's constant buffer. /// /// The name of the property to set. /// The value to set for the property. [MethodImpl(MethodImplOptions.AggressiveInlining)] public void SetMatrix(string propertyName, in Matrix4x4 value) { SetMatrix(Shader.GetPropertyId(propertyName), in value); } /// /// Sets a texture index for a shader property (for bindless texture access) /// /// The name of the shader property (e.g., "_TextureIndex1") /// The bindless texture to reference public void SetTexture(string propertyName, Texture2D texture) { SetUInt(propertyName, texture.DescriptorIndex); } /// /// Sets the mesh buffer indices for bindless vertex and index buffer access /// /// The mesh whose buffer indices to set /// The name of the vertex buffer index property (e.g., "_VertexBufferIndex") /// The name of the index buffer index property (e.g., "_IndexBufferIndex") public void SetMeshBuffer(MeshClass mesh, string vertexBufferIndexProperty = "_VertexBufferIndex", string indexBufferIndexProperty = "_IndexBufferIndex") { SetUInt(vertexBufferIndexProperty, mesh.VertexBufferDescriptorIndex); SetUInt(indexBufferIndexProperty, mesh.IndexBufferDescriptorIndex); } private unsafe void WriteToCache(int propertyId, in T value) where T : unmanaged { if (propertyId == -1) { throw new ArgumentException("Property ID is invalid."); } var propInfo = Shader.Properties[propertyId]; if (propInfo.Size != sizeof(T)) { throw new ArgumentException($"Property '{propInfo.Name}' has a size mismatch. Expected {propInfo.Size} bytes, but got {sizeof(T)} bytes."); } var cache = _cbufferCaches[propInfo.CBufferIndex]; Unsafe.WriteUnaligned(ref cache.CpuData[(int)propInfo.ByteOffset], value); } /// /// Uploads the material data to the GPU. /// public void UploadMaterialData() { foreach (var cache in _cbufferCaches) { cache.UploadToGpu(); } } public void Dispose() { if (_disposed) { return; } foreach (var cache in _cbufferCaches) { cache.Dispose(); } // NOTE: We don't dispose the textures here as they might be shared // The user is responsible for disposing BindlessTexture2D instances GC.SuppressFinalize(this); _disposed = true; } }