Files
GhostEngine/Ghost.Graphics/Data/RenderingContext.cs
2025-10-05 16:26:37 +09:00

146 lines
5.4 KiB
C#

using Ghost.Core;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
using Misaki.HighPerformance.LowLevel.Utilities;
using Win32;
namespace Ghost.Graphics.Data;
public unsafe readonly ref struct RenderingContext
{
private readonly IRenderDevice _device;
private readonly ICommandBuffer _cmd;
private readonly ICommandBuffer _copyCmd;
private readonly ICommandBuffer _computeCmd;
private readonly IResourceAllocator _resourceAllocator;
private readonly IResourceDatabase _resourceDatabase;
private readonly IPipelineLibrary _stateController;
internal RenderingContext(
IRenderDevice device,
ICommandBuffer cmd,
ICommandBuffer copyCmd,
ICommandBuffer computeCmd,
IResourceAllocator resourceAllocator,
IResourceDatabase resourceDatabase,
IPipelineLibrary stateController)
{
_device = device;
_cmd = cmd;
_copyCmd = copyCmd;
_computeCmd = computeCmd;
_resourceAllocator = resourceAllocator;
_resourceDatabase = resourceDatabase;
_stateController = stateController;
}
public Handle<Mesh> CreateMesh(UnsafeList<Vertex> vertices, UnsafeList<uint> indices)
{
var mesh = _resourceAllocator.CreateMesh(vertices, indices);
return mesh;
}
public Handle<Mesh> CreateMesh(ReadOnlySpan<Vertex> vertices, ReadOnlySpan<uint> indices)
{
var vertexList = new UnsafeList<Vertex>(vertices.Length, Allocator.Persistent);
var indexList = new UnsafeList<uint>(indices.Length, Allocator.Persistent);
vertexList.CopyFrom(vertices);
indexList.CopyFrom(indices);
return CreateMesh(vertexList, indexList);
}
/// <summary>
/// Uploads the mesh data to the GPU.
/// </summary>
/// <param name="mesh">The handle point to the mesh buffer</param>
/// <param name="markMeshStatic">Whether to mark the mesh as static. If it's true, the cpu buffer of the mesh will not be avaliable any more</param>
public void UploadMesh(Handle<Mesh> mesh, bool markMeshStatic)
{
ref var meshData = ref _resourceDatabase.GetMeshReference(mesh);
var vertexState = _resourceDatabase.GetResourceState(meshData.vertexBuffer.AsResource());
var indexState = _resourceDatabase.GetResourceState(meshData.indexBuffer.AsResource());
var needVertexTransition = vertexState != ResourceState.CopyDest;
var needIndexTransition = indexState != ResourceState.CopyDest;
if (needVertexTransition)
{
_copyCmd.ResourceBarrier(meshData.vertexBuffer.AsResource(), vertexState, ResourceState.CopyDest);
_resourceDatabase.SetResourceState(meshData.vertexBuffer.AsResource(), ResourceState.CopyDest);
}
if (needIndexTransition)
{
_copyCmd.ResourceBarrier(meshData.indexBuffer.AsResource(), indexState, ResourceState.CopyDest);
_resourceDatabase.SetResourceState(meshData.indexBuffer.AsResource(), ResourceState.CopyDest);
}
_copyCmd.Upload(meshData.vertexBuffer, meshData.vertices.AsSpan());
_copyCmd.Upload(meshData.indexBuffer, meshData.indices.AsSpan());
if (needVertexTransition)
{
_copyCmd.ResourceBarrier(meshData.vertexBuffer.AsResource(), ResourceState.CopyDest, vertexState);
_resourceDatabase.SetResourceState(meshData.vertexBuffer.AsResource(), vertexState);
}
if (needIndexTransition)
{
_resourceDatabase.SetResourceState(meshData.indexBuffer.AsResource(), indexState);
_copyCmd.ResourceBarrier(meshData.indexBuffer.AsResource(), ResourceState.CopyDest, indexState);
}
if (markMeshStatic)
{
meshData.ReleaseCpuResources();
}
}
public Handle<Texture> CreateTexture(ref readonly TextureDesc desc, bool tempResource = false)
{
return _resourceAllocator.CreateTexture(in desc, tempResource);
}
public void UploadTexture(Handle<Texture> texture, ReadOnlySpan<byte> data)
{
var desc = _resourceDatabase.GetResourceDescription(texture.AsResource());
desc.textureDescription.Format.GetSurfaceInfo((int)desc.textureDescription.Width, (int)desc.textureDescription.Height, out var rowPitch, out var slicePitch, out _);
var subresourceData = new SubResourceData
{
pData = data.GetPointer(),
rowPitch = rowPitch,
slicePitch = slicePitch
};
var sateBefore = _resourceDatabase.GetResourceState(texture.AsResource());
var needTransition = sateBefore != ResourceState.CopyDest;
if (needTransition)
{
_copyCmd.ResourceBarrier(texture.AsResource(), sateBefore, ResourceState.CopyDest);
_resourceDatabase.SetResourceState(texture.AsResource(), ResourceState.CopyDest);
}
_copyCmd.Upload(texture, subresourceData);
if (needTransition)
{
_copyCmd.ResourceBarrier(texture.AsResource(), ResourceState.CopyDest, sateBefore);
_resourceDatabase.SetResourceState(texture.AsResource(), sateBefore);
}
}
public void RenderMesh(Handle<Mesh> mesh, Handle<Material> material)
{
_cmd.DrawMesh(mesh, material);
}
public void ExecuteCopyCommands()
{
_device.CopyQueue.Submit(_copyCmd);
_device.CopyQueue.WaitIdle();
}
}