Introduces a new Ghost.Shader.Concept project implementing a modern, data-oriented material and shader system with: - Global/local keyword bitsets (fast O(1) ops, 64 bytes) - Multi-pass shader program and per-pass render state overrides - Thread-safe, 16-byte aligned material property blocks - Material pooling to reduce GC pressure - Batch renderer for efficient PSO grouping and async variant warmup - Full demo (Program.cs) and extensive documentation (ARCHITECTURE.md, README.md, PROJECT_SUMMARY.md) - Minor integration: new enums, doc updates, and keyword handling in existing code No breaking changes to the existing engine; all new code is isolated. This serves as a reference implementation for high-performance, extensible material/shader architectures.
160 lines
4.4 KiB
C#
160 lines
4.4 KiB
C#
#if DEBUG
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#define ENABLE_DEBUG
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#endif
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using Ghost.Core;
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using Ghost.Graphics.Contracts;
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using Ghost.Graphics.RHI;
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using Ghost.Graphics.Core;
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using System.Collections.Immutable;
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using System.Runtime.CompilerServices;
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namespace Ghost.Graphics.D3D12;
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internal class D3D12GraphicsEngine : IGraphicsEngine
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{
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private readonly IRenderSystem _renderSystem;
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#if ENABLE_DEBUG
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private readonly D3D12DebugLayer _debugLayer;
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#endif
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private readonly D3D12RenderDevice _device;
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private readonly DxcShaderCompiler _shaderCompiler;
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private readonly D3D12DescriptorAllocator _descriptorAllocator;
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private readonly D3D12ResourceDatabase _resourceDatabase;
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private readonly D3D12PipelineLibrary _pipelineLibrary;
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private readonly D3D12ResourceAllocator _resourceAllocator;
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private ImmutableArray<IRenderer> _renderers;
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private bool _disposed;
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public IRenderDevice Device => _device;
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public IShaderCompiler ShaderCompiler => _shaderCompiler;
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public IPipelineLibrary PipelineLibrary => _pipelineLibrary;
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public IResourceDatabase ResourceDatabase => _resourceDatabase;
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public IResourceAllocator ResourceAllocator => _resourceAllocator;
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public D3D12GraphicsEngine(IRenderSystem renderSystem)
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{
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_renderSystem = renderSystem;
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#if ENABLE_DEBUG
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_debugLayer = new D3D12DebugLayer();
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#endif
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_device = new D3D12RenderDevice();
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_shaderCompiler = new DxcShaderCompiler();
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_descriptorAllocator = new D3D12DescriptorAllocator(_device);
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_resourceDatabase = new D3D12ResourceDatabase(_descriptorAllocator);
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_pipelineLibrary = new D3D12PipelineLibrary(_device, _resourceDatabase);
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_resourceAllocator = new D3D12ResourceAllocator(renderSystem, _device, _descriptorAllocator, _resourceDatabase, _pipelineLibrary);
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_renderers = ImmutableArray<IRenderer>.Empty;
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_pipelineLibrary.InitializeLibrary(null);
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}
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~D3D12GraphicsEngine()
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{
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Dispose();
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void ThrowIfDisposed()
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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}
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public IRenderer CreateRenderer()
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{
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ThrowIfDisposed();
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var renderer = new D3D12Renderer(this, _resourceDatabase);
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ImmutableInterlocked.Update(ref _renderers, renderers => renderers.Add(renderer));
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return renderer;
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}
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public void RemoveRenderer(IRenderer renderer)
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{
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ThrowIfDisposed();
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ImmutableInterlocked.Update(ref _renderers, renderers => renderers.Remove(renderer));
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}
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public void ClearRenderers()
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{
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ThrowIfDisposed();
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ImmutableInterlocked.Update(ref _renderers, renderers => renderers.Clear());
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}
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public ICommandAllocator CreateCommandAllocator(CommandBufferType type = CommandBufferType.Graphics)
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{
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return new D3D12CommandAllocator(_device, type);
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}
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public ICommandBuffer CreateCommandBuffer(CommandBufferType type = CommandBufferType.Graphics)
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{
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ThrowIfDisposed();
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return new D3D12CommandBuffer(
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_device,
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_pipelineLibrary,
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_resourceDatabase,
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_resourceAllocator,
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_descriptorAllocator,
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type);
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}
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public ISwapChain CreateSwapChain(SwapChainDesc desc)
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{
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ThrowIfDisposed();
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return new D3D12SwapChain(_resourceDatabase, _descriptorAllocator, _device, desc, _renderSystem.MaxFrameLatency);
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}
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public Result RenderFrame(ICommandAllocator commandAllocator)
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{
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ThrowIfDisposed();
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var r = Result.Success();
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foreach (var renderer in _renderers)
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{
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r = renderer.Render(commandAllocator);
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if (r.IsFailure)
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{
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break;
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}
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}
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_resourceAllocator.ReleaseTempResources();
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_descriptorAllocator.ResetCbvSrvUavDynamicHeap();
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_descriptorAllocator.ResetDSVDynamicHeap();
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_descriptorAllocator.ResetRTVDynamicHeap();
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return r;
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}
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public void Dispose()
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{
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if (_disposed)
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{
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return;
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}
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_resourceAllocator.Dispose();
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_pipelineLibrary.Dispose();
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_resourceDatabase.Dispose();
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_descriptorAllocator.Dispose();
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_shaderCompiler.Dispose();
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_device.Dispose();
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#if ENABLE_DEBUG
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_debugLayer.Dispose();
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#endif
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_disposed = true;
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GC.SuppressFinalize(this);
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}
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}
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