Files
GhostEngine/Ghost.Graphics/RenderPasses/MeshRenderPass.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

112 lines
4.0 KiB
C#

using Ghost.Core;
using Ghost.Core.Graphics;
using Ghost.Graphics.Contracts;
using Ghost.Graphics.Core;
using Ghost.Graphics.RHI;
using Ghost.Graphics.Utilities;
using Ghost.SDL.Compiler;
using Misaki.HighPerformance.Image;
using Misaki.HighPerformance.Mathematics;
using Misaki.HighPerformance.Utilities;
using TerraFX.Interop.Windows;
namespace Ghost.Graphics.RenderPasses;
/// <summary>
/// Simplified bindless mesh render pass using high-level bindless APIs with fully bindless vertex/index buffer access
/// </summary>
internal unsafe class MeshRenderPass : IRenderPass
{
private Handle<Mesh> _mesh;
private Identifier<Shader> _shader;
private Handle<Material> _material;
private Handle<Texture>[]? _textures;
// Texture file paths for this demo
private readonly string[] _textureFiles = [
"C:/Users/Misaki/Downloads/Im/Icon.png",
"C:/Users/Misaki/Downloads/Im/Backdrop.jpg",
"C:/Users/Misaki/Downloads/Im/101167591_p0.png",
"C:/Users/Misaki/Downloads/Im/yande.re 1134666 blue_archive nakamasa_ichika sugarhigh.jpg"
];
public void Initialize(ref readonly RenderingContext ctx)
{
var shaderDescriptor = SDLCompiler.CompileShader("F:/csharp/GhostEngine/Ghost.Graphics/test.gshader", "C:/Users/Misaki/Downloads/Archive").GetValueOrThrow();
foreach (var pass in shaderDescriptor.passes)
{
var compileResult = ctx.ShaderCompiler.CompilePass(pass);
if (compileResult.IsFailure || pass is not FullPassDescriptor fullPass)
{
continue;
}
var psoDes = new GraphicsPSODescriptor
{
PassId = new ShaderPassKey(fullPass.Identifier),
ZTest = fullPass.localPipeline.zTest,
ZWrite = fullPass.localPipeline.zWrite,
Cull = fullPass.localPipeline.cull,
Blend = fullPass.localPipeline.blend,
ColorMask = fullPass.localPipeline.colorMask,
RtvFormats = [TextureFormat.B8G8R8A8_UNorm],
DsvFormat = TextureFormat.Unknown,
};
ctx.PipelineLibrary.CompilePSO(in psoDes, in compileResult.GetValueRef()).GetValueOrThrow();
}
MeshBuilder.CreateCube(0.75f, default, Misaki.HighPerformance.LowLevel.Buffer.Allocator.Persistent, out var vertices, out var indices);
_mesh = ctx.CreateMesh(vertices, indices);
ctx.UpdateObjectData(_mesh, float4x4.identity);
ctx.UploadMesh(_mesh, true);
_shader = ctx.ResourceAllocator.CreateGraphicsShader(shaderDescriptor);
_material = ctx.ResourceAllocator.CreateMaterial(_shader);
//_textures = new Handle<Texture>[_textureFiles.Length];
//for (var i = 0; i < _textureFiles.Length; i++)
//{
// using var stream = File.OpenRead(_textureFiles[i]);
// using var imageData = ImageResult.FromStream(stream);
// var desc = new TextureDesc
// {
// Width = imageData.Width,
// Height = imageData.Height,
// Dimension = TextureDimension.Texture2D,
// Format = TextureFormat.R8G8B8A8_UNorm,
// MipLevels = 1,
// Slice = 1,
// Usage = TextureUsage.ShaderResource,
// };
// _textures[i] = ctx.CreateTexture(ref desc);
// ctx.UploadTexture(_textures[i], new Span<byte>(imageData.Data, (int)imageData.Size));
//}
}
public void Execute(ref readonly RenderingContext ctx)
{
ctx.DispatchMesh(_mesh, _material, "Forward", 3);
}
public void Cleanup(IResourceDatabase resourceDatabase)
{
resourceDatabase.ReleaseMaterial(_material);
resourceDatabase.ReleaseShader(_shader);
resourceDatabase.ReleaseMesh(_mesh);
if (_textures != null)
{
foreach (var texture in _textures)
{
resourceDatabase.ReleaseResource(texture.AsResource());
}
}
}
}