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.
164 lines
3.8 KiB
C#
164 lines
3.8 KiB
C#
using System.Runtime.CompilerServices;
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using Win32.Graphics.D3D12MemoryAllocator;
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namespace Ghost.Graphics.Data;
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internal readonly struct ResourceHandle : IEquatable<ResourceHandle>, IDisposable
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{
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private const int _INVALID_ID = -1;
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public readonly int id;
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public readonly uint generation;
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public static ResourceHandle Invalid => new(-1, 0);
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internal ResourceHandle(int id, uint generation)
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{
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this.id = id;
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this.generation = generation;
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}
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public bool IsValid => id != _INVALID_ID && generation >= 0;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public Allocation GetAllocation()
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{
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if (!IsValid)
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{
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throw new InvalidOperationException("Cannot get allocation from an invalid AllocationHandle.");
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}
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return GraphicsPipeline.ResourceAllocator.GetAllocation(this);
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}
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public bool Equals(ResourceHandle other)
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{
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return id == other.id && generation == other.generation;
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}
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public override int GetHashCode()
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{
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unchecked
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{
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return (id * 397) ^ (int)generation;
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}
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}
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public override bool Equals(object? obj)
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{
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return obj is ResourceHandle handle && Equals(handle);
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}
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public void Dispose()
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{
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GraphicsPipeline.ResourceAllocator.ReleaseAllocation(this);
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}
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public static implicit operator Allocation(ResourceHandle handle)
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{
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if (!handle.IsValid)
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{
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throw new InvalidOperationException("Cannot convert an invalid AllocationHandle to Allocation.");
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}
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return handle.GetAllocation();
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}
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public static bool operator ==(ResourceHandle left, ResourceHandle right)
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{
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return left.Equals(right);
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}
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public static bool operator !=(ResourceHandle left, ResourceHandle right)
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{
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return !(left == right);
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}
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}
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public readonly struct TextureHandle : IEquatable<TextureHandle>, IDisposable
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{
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private readonly ResourceHandle _resourceHandle;
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internal ResourceHandle ResourceHandle => _resourceHandle;
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internal TextureHandle(ResourceHandle resourceHandle)
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{
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_resourceHandle = resourceHandle;
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}
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public bool IsValid => _resourceHandle.IsValid;
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public bool Equals(TextureHandle other)
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{
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return _resourceHandle.Equals(other._resourceHandle);
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}
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public override bool Equals(object? obj)
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{
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return obj is TextureHandle other && Equals(other);
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}
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public override int GetHashCode()
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{
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return _resourceHandle.GetHashCode();
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}
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public void Dispose()
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{
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_resourceHandle.Dispose();
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}
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public static bool operator ==(TextureHandle left, TextureHandle right)
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{
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return left.Equals(right);
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}
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public static bool operator !=(TextureHandle left, TextureHandle right)
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{
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return !(left == right);
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}
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}
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public readonly struct BufferHandle : IEquatable<BufferHandle>, IDisposable
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{
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private readonly ResourceHandle _resourceHandle;
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internal ResourceHandle ResourceHandle => _resourceHandle;
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internal BufferHandle(ResourceHandle resourceHandle)
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{
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_resourceHandle = resourceHandle;
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}
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public bool IsValid => _resourceHandle.IsValid;
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public bool Equals(BufferHandle other)
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{
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return _resourceHandle.Equals(other._resourceHandle);
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}
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public override bool Equals(object? obj)
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{
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return obj is BufferHandle other && Equals(other);
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}
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public override int GetHashCode()
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{
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return _resourceHandle.GetHashCode();
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}
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public void Dispose()
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{
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_resourceHandle.Dispose();
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}
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public static bool operator ==(BufferHandle left, BufferHandle right)
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{
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return left.Equals(right);
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}
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public static bool operator !=(BufferHandle left, BufferHandle right)
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{
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return !(left == right);
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}
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} |