Files
GhostEngine/Ghost.Graphics/Data/Material.cs
Misaki eafbfb2fa1 Update rendering architecture and resource management
Added a new `Ref<T>` struct for reference semantics.
Added the `RenderGraph` system for managing rendering passes.
Added the `RenderTexture` class for encapsulating GPU resources.
Added `GraphicsBuffer` class for effective GPU resource management.
Changed `CommandList` methods from public to internal for visibility control.
Changed `IRenderPass` interface from internal to public for accessibility.
Changed `GetData<T>()` in `ComponentObject.cs` to return `CompRef<T>`.
Changed `GetComponent<T>()` in `EntityManager.cs` to return `CompRef<T>`.
Changed `GetSingleton<T>()` in `World.cs` to use `CompRef<T>`.
Changed `IQueryTypeParameter` to use `CompRef<T>` for consistency.
Changed `QueryItem<T0>` and related structs to use `CompRef<T>`.
Changed `Material` class to support bindless textures.
Changed `Shader` class to support bindless rendering.
Changed `Mesh` class to support bindless vertex and index buffer access.
Updated documentation to reflect the new bindless rendering architecture.
2025-08-01 21:34:48 +09:00

249 lines
8.8 KiB
C#

using Ghost.Graphics.D3D12;
using Ghost.Graphics.Shading;
using System.Numerics;
using System.Runtime.CompilerServices;
using Win32.Graphics.Direct3D12;
namespace Ghost.Graphics.Data;
/// <summary>
/// Material implementation for bindless rendering with SM 6.6 support
/// </summary>
public unsafe class Material : IDisposable
{
private readonly CBufferCache[] _cbufferCaches;
private readonly List<Texture2D> _textures = new();
private bool _disposed;
public Shader Shader
{
get; set;
}
public Material(Shader shader)
{
Shader = shader;
if (shader.ConstantBuffers.Count > 0)
{
var maxSlot = shader.ConstantBuffers.Max(cb => cb.RegisterSlot);
_cbufferCaches = new CBufferCache[maxSlot + 1];
foreach (var cbufferInfo in shader.ConstantBuffers)
{
_cbufferCaches[cbufferInfo.RegisterSlot] = new CBufferCache(cbufferInfo.Size);
}
}
else
{
_cbufferCaches = Array.Empty<CBufferCache>();
}
}
/// <summary>
/// Sets a float property in the material's constant buffer.
/// </summary>
/// <param name="propertyId">The ID of the property to set.</param>
/// <param name="value">The value to set for the property.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetFloat(int propertyId, in float value)
{
WriteToCache(propertyId, in value);
}
/// <summary>
/// Sets a float property in the material's constant buffer.
/// </summary>
/// <param name="propertyName">The name of the property to set.</param>
/// <param name="value">The value to set for the property.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetFloat(string propertyName, in float value)
{
SetFloat(Shader.GetPropertyId(propertyName), in value);
}
/// <summary>
/// Sets a uint property in the material's constant buffer (useful for texture indices).
/// </summary>
/// <param name="propertyId">The ID of the property to set.</param>
/// <param name="value">The value to set for the property.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetUInt(int propertyId, in uint value)
{
WriteToCache(propertyId, in value);
}
/// <summary>
/// Sets a uint property in the material's constant buffer (useful for texture indices).
/// </summary>
/// <param name="propertyName">The name of the property to set.</param>
/// <param name="value">The value to set for the property.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetUInt(string propertyName, in uint value)
{
SetUInt(Shader.GetPropertyId(propertyName), in value);
}
/// <summary>
/// Sets a Vector property in the material's constant buffer.
/// </summary>
/// <param name="propertyId">The ID of the property to set.</param>
/// <param name="value">The value to set for the property.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetVector(int propertyId, in Vector4 value)
{
WriteToCache(propertyId, in value);
}
/// <summary>
/// Sets a Vector property in the material's constant buffer.
/// </summary>
/// <param name="propertyName">The name of the property to set.</param>
/// <param name="value">The value to set for the property.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetVector(string propertyName, in Vector4 value)
{
SetVector(Shader.GetPropertyId(propertyName), in value);
}
/// <summary>
/// Sets a Matrix property in the material's constant buffer.
/// </summary>
/// <param name="propertyId">The ID of the property to set.</param>
/// <param name="value">The value to set for the property.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetMatrix(int propertyId, in Matrix4x4 value)
{
WriteToCache(propertyId, in value);
}
/// <summary>
/// Sets a Matrix property in the material's constant buffer.
/// </summary>
/// <param name="propertyName">The name of the property to set.</param>
/// <param name="value">The value to set for the property.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetMatrix(string propertyName, in Matrix4x4 value)
{
SetMatrix(Shader.GetPropertyId(propertyName), in value);
}
/// <summary>
/// Adds a bindless texture to the material and returns its index
/// </summary>
/// <param name="texture">The bindless texture to add</param>
/// <returns>The index of the texture in the material's texture list</returns>
public int AddTexture(Texture2D texture)
{
_textures.Add(texture);
return _textures.Count - 1;
}
/// <summary>
/// Sets a texture index for a shader property (for bindless texture access)
/// </summary>
/// <param name="propertyName">The name of the shader property (e.g., "_TextureIndex1")</param>
/// <param name="texture">The bindless texture to reference</param>
public void SetTextureIndex(string propertyName, Texture2D texture)
{
SetUInt(propertyName, texture.DescriptorIndex);
}
/// <summary>
/// Sets the mesh buffer indices for bindless vertex and index buffer access
/// </summary>
/// <param name="mesh">The mesh whose buffer indices to set</param>
/// <param name="vertexBufferIndexProperty">The name of the vertex buffer index property (e.g., "_VertexBufferIndex")</param>
/// <param name="indexBufferIndexProperty">The name of the index buffer index property (e.g., "_IndexBufferIndex")</param>
public void SetMeshBufferIndices(Mesh mesh, string vertexBufferIndexProperty = "_VertexBufferIndex", string indexBufferIndexProperty = "_IndexBufferIndex")
{
SetUInt(vertexBufferIndexProperty, mesh.VertexBufferDescriptorIndex);
SetUInt(indexBufferIndexProperty, mesh.IndexBufferDescriptorIndex);
}
/// <summary>
/// Gets all textures used by this material
/// </summary>
public IReadOnlyList<Texture2D> Textures => _textures;
private unsafe void WriteToCache<T>(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 {sizeof(T)} bytes, but got {propInfo.Size} bytes.");
}
var cache = _cbufferCaches[propInfo.CBufferIndex];
Unsafe.WriteUnaligned(ref cache.CpuData[(int)propInfo.ByteOffset], value);
}
/// <summary>
/// Uploads the material data to the GPU.
/// </summary>
public void UploadMaterialData()
{
foreach (var cache in _cbufferCaches)
{
cache.UploadToGpu();
}
}
/// <summary>
/// Binds the material for bindless rendering
/// </summary>
/// <param name="cmd">Command list to bind to</param>
internal void Bind(CommandList cmd)
{
var commandList = cmd.NativeCommandList.Ptr;
// Set root signature and pipeline state
commandList->SetGraphicsRootSignature(Shader.RootSignature);
commandList->SetPipelineState(Shader.PipelineState);
// Set descriptor heaps - CRUCIAL: Use the specialized bindless heap for SM 6.6
var heaps = stackalloc ID3D12DescriptorHeap*[2];
heaps[0] = GraphicsPipeline.DescriptorAllocator.GetBindlessHeap().Ptr; // Specialized bindless heap
heaps[1] = Shader.SamplerHeap.Ptr; // Sampler heap from shader
commandList->SetDescriptorHeaps(2, heaps);
// Bind constant buffers
var rootParamIndex = 0u;
foreach (var cbufferInfo in Shader.ConstantBuffers)
{
var cache = _cbufferCaches[cbufferInfo.RegisterSlot];
commandList->SetGraphicsRootConstantBufferView(rootParamIndex++, cache.GpuResource.GPUAddress);
}
// Bind sampler descriptor table (last root parameter)
var samplerGpuHandle = Shader.SamplerHeap.Ptr->GetGPUDescriptorHandleForHeapStart();
commandList->SetGraphicsRootDescriptorTable(rootParamIndex, samplerGpuHandle);
}
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;
}
}