Enhanced shader and resource systems with `Sampler` support, including updates to `ShaderPropertyType`, HLSL code, and resource management. Refactored `Result` structs for better type safety and added new enums for texture and comparison settings. Improved `MeshRenderPass` to dynamically load textures and samplers. Updated SDL compiler and token lexicon for `Sampler` handling. Embedded debug info in project files and streamlined resource state tracking.
146 lines
4.3 KiB
C#
146 lines
4.3 KiB
C#
using Ghost.Core;
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using Ghost.Graphics.RHI;
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using Misaki.HighPerformance.LowLevel.Buffer;
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using Misaki.HighPerformance.LowLevel.Collections;
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using System.Runtime.CompilerServices;
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namespace Ghost.Graphics.Core;
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internal struct CBufferCache : IResourceReleasable
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{
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private UnsafeArray<byte> _cpuData;
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private Handle<GraphicsBuffer> _gpuResource;
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private uint _size;
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private uint _alignedSize;
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public readonly UnsafeArray<byte> CpuData => _cpuData;
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public readonly Handle<GraphicsBuffer> GpuResource => _gpuResource;
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public readonly uint Size => _size;
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public readonly uint AlignedSize => _alignedSize;
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public readonly bool IsCreated => _size != 0 && _gpuResource.IsValid && _cpuData.IsCreated;
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public CBufferCache(Handle<GraphicsBuffer> buffer, uint bufferSize)
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{
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_size = bufferSize;
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_alignedSize = (bufferSize + 255u) & ~255u;
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_cpuData = new UnsafeArray<byte>((int)AlignedSize, Allocator.Persistent);
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_gpuResource = buffer;
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}
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public void ReleaseResource(IResourceDatabase database)
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{
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if (!IsCreated)
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{
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return;
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}
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_cpuData.Dispose();
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database.ReleaseResource(GpuResource.AsResource());
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_gpuResource = Handle<GraphicsBuffer>.Invalid;
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_size = 0;
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_alignedSize = 0;
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}
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}
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public struct Material : IResourceReleasable, IHandleType
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{
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private Identifier<Shader> _shader;
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private CBufferCache _cBufferCache;
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internal readonly CBufferCache CBufferCache => _cBufferCache;
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public readonly Identifier<Shader> Shader => _shader;
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public Result SetShader(Identifier<Shader> shaderId, IResourceAllocator allocator, IResourceDatabase database)
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{
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if (!shaderId.IsValid)
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{
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return Result.Failure("Shader ID is invalid.");
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}
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_cBufferCache.ReleaseResource(database);
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_shader = shaderId;
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var shader = database.GetShaderReference(shaderId);
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if (shader.CBufferSize != 0)
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{
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var desc = new BufferDesc
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{
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Size = shader.CBufferSize,
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Usage = BufferUsage.Constant,
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MemoryType = ResourceMemoryType.Default,
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};
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var buffer = allocator.CreateBuffer(ref desc);
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_cBufferCache = new CBufferCache(buffer, shader.CBufferSize);
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}
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return Result.Success();
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly unsafe Result<T, ResultStatus> GetPropertyCache<T>()
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where T : unmanaged
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{
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if (sizeof(T) != _cBufferCache.Size)
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{
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return Result.Create(default(T), ResultStatus.InvalidArgument);
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}
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return Result.Create(*(T*)_cBufferCache.CpuData.GetUnsafePtr(), ResultStatus.Success);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly Span<byte> GetRawPropertyCache()
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{
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if (_cBufferCache.Size == 0)
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{
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return Span<byte>.Empty;
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}
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return _cBufferCache.CpuData.AsSpan(0, (int)_cBufferCache.Size);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly unsafe ResultStatus SetPropertyCache<T>(ref readonly T data)
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where T : unmanaged
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{
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if (sizeof(T) != _cBufferCache.Size)
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{
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return ResultStatus.InvalidArgument;
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}
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Unsafe.WriteUnaligned(_cBufferCache.CpuData.GetUnsafePtr(), data);
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return ResultStatus.Success;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly unsafe ResultStatus SetRawPropertyCache(ReadOnlySpan<byte> data)
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{
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if (data.Length != _cBufferCache.Size)
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{
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return ResultStatus.InvalidArgument;
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}
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Unsafe.WriteUnaligned(_cBufferCache.CpuData.GetUnsafePtr(), data);
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return ResultStatus.Success;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly void UploadData(ICommandBuffer cmb)
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{
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cmb.UploadBuffer(_cBufferCache.GpuResource, _cBufferCache.CpuData.AsSpan());
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cmb.ResourceBarrier(_cBufferCache.GpuResource.AsResource(), ResourceState.VertexAndConstantBuffer);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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void IResourceReleasable.ReleaseResource(IResourceDatabase database)
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{
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_cBufferCache.ReleaseResource(database);
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}
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}
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