Files
GhostEngine/Ghost.Graphics/Core/Shader.cs
Misaki 0720444c2c Refactor and enhance resource management and rendering
Updated multiple components to improve encapsulation, maintainability, and performance. Key changes include:

- Upgraded package dependencies in project files.
- Refactored `Mesh` and `RenderingContext` to use properties and added support for per-object constant buffers.
- Improved resource management in `D3D12CommandBuffer`, `D3D12CommandQueue`, and `D3D12ResourceAllocator` with better encapsulation and disposal handling.
- Added validation for constant buffer sizes in `D3D12PipelineLibrary`.
- Simplified `MeshBuilder` methods to accept allocators and removed hardcoded values.
- Enhanced debugging with `GPUResourceLeakException` and resource tracking updates.
- Updated shaders and rendering logic for testing, including hardcoded triangle rendering.
- Removed redundant base classes and interfaces for cleaner code structure.
2025-11-26 01:48:24 +09:00

138 lines
4.0 KiB
C#

using Ghost.Core;
using Ghost.Core.Graphics;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
using System.Runtime.InteropServices;
namespace Ghost.Graphics.Core;
public class ShaderPass : IResourceReleasable
{
private CBufferInfo _cbufferInfo;
// NOTE: This is for per pass cbuffer only. Global, per view, and per mesh cbuffers are fixed.
private readonly Dictionary<string, int> _propertyLookup;
public CBufferInfo CBuffer => _cbufferInfo;
public ShaderPass(CBufferInfo info)
{
_cbufferInfo = info;
var capacity = info.Properties?.Count ?? 0;
_propertyLookup = new Dictionary<string, int>(capacity);
for (var i = 0; i < capacity; i++)
{
_propertyLookup[info.Properties![i].Name] = i;
}
}
public int GetPropertyId(string propertyName)
{
return _propertyLookup.TryGetValue(propertyName, out var id) ? id : -1;
}
public CBufferPropertyInfo GetPropertyInfo(int id)
{
return _cbufferInfo.Properties[id];
}
public CBufferPropertyInfo GetPropertyInfo(string propertyName)
{
return _cbufferInfo.Properties[GetPropertyId(propertyName)];
}
void IResourceReleasable.ReleaseResource(IResourceDatabase database)
{
}
}
/// <summary>
/// A representation of a GPU shader, including all the passes it contains.
/// </summary>
public class Shader : IResourceReleasable, IIdentifierType
{
private UnsafeArray<ShaderPassKey> _passIDs;
// TODO: Optmize lookups with a better data structure if needed
private readonly Dictionary<string, int> _passLookup; // pass name to index
private readonly Dictionary<string, List<int>> _propertyLookup; // property name to pass index (property name to list of pass indices that contain the property)
public int PassCount => _passIDs.Count;
internal Shader(ShaderDescriptor descriptor)
{
_passIDs = new UnsafeArray<ShaderPassKey>(descriptor.passes.Count, Allocator.Persistent);
_passLookup = new(descriptor.passes.Count);
_propertyLookup = new(descriptor.passes.Count);
for (var i = 0; i < descriptor.passes.Count; i++)
{
var pass = descriptor.passes[i];
var passKey = new ShaderPassKey(pass.Identifier);
_passIDs[i] = passKey;
_passLookup[pass.Name] = i;
if (pass is FullPassDescriptor fullPass)
{
if (fullPass.properties == null)
{
continue;
}
foreach (var property in fullPass.properties)
{
ref var passIndices = ref CollectionsMarshal.GetValueRefOrAddDefault(_propertyLookup, property.name, out var exists);
if (!exists || passIndices == null)
{
passIndices = new List<int>();
}
passIndices.Add(i);
}
}
// TODO: handle inherited passes
}
}
public int GetPassIndex(string passName)
{
return _passLookup.GetValueOrDefault(passName, -1);
}
public ShaderPassKey GetPassKey(int index)
{
return _passIDs[index];
}
public bool TryGetPassKey(string passName, out int passIndex, out ShaderPassKey passID)
{
var index = _passLookup.GetValueOrDefault(passName, -1);
if (index == -1)
{
passIndex = -1;
passID = new(0);
return false;
}
passIndex = index;
passID = _passIDs[index];
return true;
}
public IReadOnlyCollection<int> GetPropertyPassIndices(string propertyName)
{
if (_propertyLookup.TryGetValue(propertyName, out var passIndices))
{
return passIndices;
}
return Array.Empty<int>();
}
void IResourceReleasable.ReleaseResource(IResourceDatabase database)
{
_passIDs.Dispose();
}
}