Files
GhostEngine/Ghost.Graphics/RHI/Common.cs
Misaki 92b966fe0d Render graph integration and resource management refactor
Introduces a full-featured render graph system with pass culling, resource aliasing, and automatic barrier generation. Refactors resource and barrier APIs, improves error handling, and unifies result types. Renderer and render passes now use the new graph-based workflow. Updates shader includes, adds a blit shader, and improves HLSL parsing. Removes dynamic descriptor heaps in favor of persistent ones. Project file now includes the render graph module. Lays the foundation for advanced rendering features and improved memory efficiency.
2026-01-21 18:32:03 +09:00

989 lines
18 KiB
C#

using Ghost.Core;
using Ghost.Core.Graphics;
using Ghost.Graphics.Core;
using Misaki.HighPerformance.Mathematics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace Ghost.Graphics.RHI;
public readonly struct ShaderVariant;
public readonly struct GraphicsPipeline;
public readonly struct PassPipelineHash : IEquatable<PassPipelineHash>
{
public readonly UInt128 value;
public PassPipelineHash(ReadOnlySpan<TextureFormat> rtvFormats, TextureFormat dsvFormat)
{
if (rtvFormats.Length > 8)
{
throw new ArgumentException($"RTV formats length exceeds maximum supported count of {8}.");
}
// layout:
// 0..64 8 RTV formats (8 bits each)
// 64..72 DSV format (8 bits)
var rtvPart = 0UL;
for (var i = 0; i < rtvFormats.Length; i++)
{
rtvPart |= ((ulong)(byte)rtvFormats[i]) << (i * 8);
}
value = new UInt128(rtvPart, (ulong)dsvFormat);
}
public bool Equals(PassPipelineHash other) => value == other.value;
public override bool Equals(object? obj) => obj is PassPipelineHash other && Equals(other);
public override int GetHashCode() => value.GetHashCode();
public static bool operator ==(PassPipelineHash left, PassPipelineHash right) => left.Equals(right);
public static bool operator !=(PassPipelineHash left, PassPipelineHash right) => !(left == right);
}
public ref struct GraphicsPSODescriptor
{
public Key64<ShaderVariant> VariantKey
{
get; set;
}
public PipelineState PipelineOption
{
get; set;
}
public ReadOnlySpan<TextureFormat> RtvFormats
{
get; set;
}
public TextureFormat DsvFormat
{
get; set;
}
}
public readonly struct CBufferPropertyInfo
{
public string Name
{
get; init;
}
public uint StartOffset
{
get; init;
}
public uint Size
{
get; init;
}
}
public readonly struct CBufferInfo
{
public string Name
{
get; init;
}
public uint RegisterSlot
{
get; init;
}
public uint RegisterSpace
{
get; init;
}
public uint SizeInBytes
{
get; init;
}
public IReadOnlyList<CBufferPropertyInfo>? Properties
{
get; init;
}
}
public struct RenderDesc
{
public float4x4 ViewMatrix
{
get; set;
}
public float4x4 ProjectionMatrix
{
get; set;
}
public float4 CameraPosition
{
get; set;
}
// The "Target" (Where to write pixels)
public Handle<Texture> Target
{
get; set;
}
public Handle<Texture> DepthTarget
{
get; set;
}
public RectDesc Viewport
{
get; set;
}
//public RenderPathID RenderPath;
//public LayerMask CullingMask;
}
public struct ViewportDesc
{
public float X
{
get; set;
}
public float Y
{
get; set;
}
public float Width
{
get; set;
}
public float Height
{
get; set;
}
public float MinDepth
{
get; set;
}
public float MaxDepth
{
get; set;
}
}
public struct RectDesc
{
public uint Left
{
get; set;
}
public uint Top
{
get; set;
}
public uint Right
{
get; set;
}
public uint Bottom
{
get; set;
}
}
public struct SubResourceData
{
public unsafe void* pData;
public uint rowPitch;
public uint slicePitch;
}
public struct PassRenderTargetDesc
{
public Handle<Texture> Texture
{
get; set;
}
public Color128 ClearColor
{
get; set;
}
/// <summary>
/// Specifies how to load the render target at the start of the render pass.
/// </summary>
public AttachmentLoadOp LoadOp
{
get; set;
}
/// <summary>
/// Specifies how to store the render target at the end of the render pass.
/// </summary>
public AttachmentStoreOp StoreOp
{
get; set;
}
}
public struct PassDepthStencilDesc
{
public Handle<Texture> Texture
{
get; set;
}
public float ClearDepth
{
get; set;
}
public byte ClearStencil
{
get; set;
}
/// <summary>
/// Specifies how to load the depth buffer at the start of the render pass.
/// </summary>
public AttachmentLoadOp DepthLoadOp
{
get; set;
}
/// <summary>
/// Specifies how to store the depth buffer at the end of the render pass.
/// </summary>
public AttachmentStoreOp DepthStoreOp
{
get; set;
}
/// <summary>
/// Specifies how to load the stencil buffer at the start of the render pass.
/// </summary>
public AttachmentLoadOp StencilLoadOp
{
get; set;
}
/// <summary>
/// Specifies how to store the stencil buffer at the end of the render pass.
/// </summary>
public AttachmentStoreOp StencilStoreOp
{
get; set;
}
}
[StructLayout(LayoutKind.Explicit)]
public struct BarrierDesc
{
public struct barrierdesc_transition
{
public Handle<GPUResource> resource;
public ResourceState stateBefore;
public ResourceState stateAfter;
}
public struct barrierdesc_aliasing
{
public Handle<GPUResource> resourceBefore;
public Handle<GPUResource> resourceAfter;
}
public struct barrierdesc_uav
{
public Handle<GPUResource> resource;
}
[FieldOffset(0)]
public BarrierType type;
[FieldOffset(4)]
public barrierdesc_transition transition;
[FieldOffset(4)]
public barrierdesc_aliasing aliasing;
[FieldOffset(4)]
public barrierdesc_uav uav;
}
public struct ResourceDesc
{
[StructLayout(LayoutKind.Explicit)]
internal struct resource_union
{
[FieldOffset(0)]
public TextureDesc textureDescription;
[FieldOffset(0)]
public BufferDesc bufferDescription;
}
internal resource_union _desc;
public TextureDesc TextureDescription
{
readonly get => _desc.textureDescription;
set => _desc.textureDescription = value;
}
public BufferDesc BufferDescription
{
readonly get => _desc.bufferDescription;
set => _desc.bufferDescription = value;
}
public static ResourceDesc Buffer(BufferDesc desc)
{
return new ResourceDesc
{
BufferDescription = desc
};
}
public static ResourceDesc Texture(TextureDesc desc)
{
return new ResourceDesc
{
TextureDescription = desc
};
}
}
/// <summary>
/// Render Target description
/// Supports either color OR depth rendering, not both
/// </summary>
public struct RenderTargetDesc
{
/// <summary>
/// Width of the render Target
/// </summary>
public uint Width
{
get; set;
}
/// <summary>
/// Height of the render Target
/// </summary>
public uint Height
{
get; set;
}
/// <summary>
/// Slice of the render Target
/// </summary>
public uint Slice
{
get; set;
}
/// <summary>
/// Type of render Target
/// </summary>
public RenderTargetType Type
{
get; set;
}
/// <summary>
/// Target texture Format
/// </summary>
public TextureFormat Format
{
get; set;
}
/// <summary>
/// Texture dimension
/// </summary>
public TextureDimension Dimension
{
get; set;
}
/// <summary>
/// Creation flags for the render Target
/// </summary>
public RenderTargetCreationFlags CreationFlags
{
get; set;
}
/// <summary>
/// Number of mip levels. 0 to generate full mip chain
/// </summary>
public uint MipLevels
{
get; set;
}
/// <summary>
/// Number of samples for MSAA
/// </summary>
public uint SampleCount
{
get; set;
}
/// <summary>
/// Creates a color render Target
/// </summary>
public static RenderTargetDesc Color(uint width, uint height, uint slice = 1,
TextureFormat format = TextureFormat.R8G8B8A8_UNorm, TextureDimension dimension = TextureDimension.Texture2D,
RenderTargetCreationFlags creationFlags = RenderTargetCreationFlags.AllowUAV | RenderTargetCreationFlags.DynamicallyResolution | RenderTargetCreationFlags.GenerateMips,
uint mipLevels = 0u, uint sampleCount = 1)
{
return new RenderTargetDesc
{
Width = width,
Height = height,
Slice = slice,
Type = RenderTargetType.Color,
Format = format,
Dimension = dimension,
CreationFlags = creationFlags,
MipLevels = mipLevels,
SampleCount = sampleCount
};
}
/// <summary>
/// Creates a depth render Target
/// </summary>
public static RenderTargetDesc Depth(uint width, uint height, uint slice = 1,
TextureFormat format = TextureFormat.D24_UNorm_S8_UInt, TextureDimension dimension = TextureDimension.Texture2D,
RenderTargetCreationFlags creationFlags = RenderTargetCreationFlags.AllowUAV | RenderTargetCreationFlags.DynamicallyResolution,
uint mipLevels = 0u, uint sampleCount = 1)
{
return new RenderTargetDesc
{
Width = width,
Height = height,
Slice = slice,
Type = RenderTargetType.Depth,
Format = format,
Dimension = dimension,
CreationFlags = creationFlags,
MipLevels = mipLevels,
SampleCount = sampleCount
};
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public TextureDesc ToTextureDescripton()
{
var usage = Type == RenderTargetType.Color ? TextureUsage.RenderTarget : TextureUsage.DepthStencil;
if (CreationFlags.HasFlag(RenderTargetCreationFlags.AllowUAV))
{
usage |= TextureUsage.UnorderedAccess;
}
return new TextureDesc
{
Width = Width,
Height = Height,
Slice = Slice,
Format = Format,
Dimension = Dimension,
MipLevels = MipLevels,
Usage = usage,
};
}
}
/// <summary>
/// Texture description
/// </summary>
public struct TextureDesc
{
/// <summary>
/// Width of the texture
/// </summary>
public uint Width
{
get; set;
}
/// <summary>
/// Height of the texture
/// </summary>
public uint Height
{
get; set;
}
/// <summary>
/// Slice of the texture
/// </summary>
public uint Slice
{
get; set;
}
/// <summary>
/// Texture Format
/// </summary>
public TextureFormat Format
{
get; set;
}
/// <summary>
/// Texture dimension
/// </summary>
public TextureDimension Dimension
{
get;
set;
}
/// <summary>
/// Number of mip levels. 0 to generate full mip chain
/// </summary>
public uint MipLevels
{
get; set;
}
/// <summary>
/// Texture usage flags
/// </summary>
public TextureUsage Usage
{
get; set;
}
}
/// <summary>
/// Describes the parameters used to configure a texture sampler for graphics rendering operations.
/// </summary>
public record struct SamplerDesc
{
public TextureFilterMode FilterMode
{
get; set;
}
public TextureAddressMode AddressU
{
get; set;
}
public TextureAddressMode AddressV
{
get; set;
}
public TextureAddressMode AddressW
{
get; set;
}
public ComparisonFunction ComparisonFunc
{
get; set;
}
public float MipLODBias
{
get; set;
}
public uint MaxAnisotropy
{
get; set;
}
public float MinLOD
{
get; set;
}
public float MaxLOD
{
get; set;
}
}
/// <summary>
/// Buffer description
/// </summary>
public struct BufferDesc
{
/// <summary>
/// Size of the buffer in bytes
/// </summary>
public ulong Size
{
get; set;
}
public uint Stride
{
get; set;
}
/// <summary>
/// Buffer usage flags
/// </summary>
public BufferUsage Usage
{
get; set;
}
/// <summary>
/// Memory space for the buffer
/// </summary>
public ResourceMemoryType MemoryType
{
get; set;
}
}
public struct CommandError
{
public int CommandIndex
{
get; set;
}
public string CommandName
{
get; set;
}
public ErrorStatus Status
{
get; set;
}
}
/// <summary>
/// Swap chain description
/// </summary>
public struct SwapChainDesc
{
/// <summary>
/// Width of the swap chain
/// </summary>
public uint Width
{
get; set;
}
/// <summary>
/// Height of the swap chain
/// </summary>
public uint Height
{
get; set;
}
public float ScaleX
{
get; set;
}
public float ScaleY
{
get; set;
}
/// <summary>
/// Back buffer Format
/// </summary>
public TextureFormat Format
{
get; set;
}
/// <summary>
/// Target for presentation (window handle or composition Target)
/// </summary>
public SwapChainTarget Target
{
get; set;
}
}
/// <summary>
/// Swap chain Target (window handle or composition surface)
/// </summary>
public struct SwapChainTarget
{
/// <summary>
/// Target space
/// </summary>
public SwapChainTargetType Type
{
get; set;
}
/// <summary>
/// Window handle for HWND targets
/// </summary>
public nint WindowHandle
{
get; set;
}
/// <summary>
/// Composition surface for UWP/WinUI targets
/// </summary>
public object? CompositionSurface
{
get; set;
}
public static SwapChainTarget FromWindowHandle(nint hwnd)
{
return new SwapChainTarget
{
Type = SwapChainTargetType.WindowHandle,
WindowHandle = hwnd,
CompositionSurface = 0
};
}
public static SwapChainTarget FromCompositionSurface(object surface)
{
return new SwapChainTarget
{
Type = SwapChainTargetType.Composition,
WindowHandle = 0,
CompositionSurface = surface
};
}
}
public enum SwapChainTargetType
{
WindowHandle,
Composition
}
public enum BarrierType : int
{
Transition,
Aliasing,
UAV
}
[Flags]
public enum ResourceState : int
{
Auto = -1,
Common = 0,
VertexAndConstantBuffer = 1 << 0,
IndexBuffer = 1 << 1,
RenderTarget = 1 << 2,
UnorderedAccess = 1 << 3,
DepthWrite = 1 << 4,
DepthRead = 1 << 5,
PixelShaderResource = 1 << 6,
CopyDest = 1 << 7,
CopySource = 1 << 8,
GenericRead = 1 << 9,
IndirectArgument = 1 << 10,
NonPixelShaderResource = 1 << 11,
Present = 0,
}
public enum CommandQueueType
{
Graphics,
Compute,
Copy
}
public enum CommandBufferType
{
Graphics,
Compute,
Copy
}
public enum PipelineType
{
Graphics,
Compute
}
[Flags]
public enum RenderTargetCreationFlags
{
None = 0,
AllowUAV = 1 << 0,
AllowMSAA = 1 << 1,
DynamicallyResolution = 1 << 2,
GenerateMips = 1 << 3
}
public enum ResourceMemoryType
{
Default, // GPU memory
Upload, // CPU-to-GPU memory
Readback // GPU-to-CPU memory
}
[Flags]
public enum TextureUsage
{
None = 0,
ShaderResource = 1 << 0,
RenderTarget = 1 << 1,
DepthStencil = 1 << 2,
UnorderedAccess = 1 << 3
}
public enum TextureDimension
{
Unknown = -1,
None = 0,
Texture2D = 1,
Texture3D = 2,
TextureCube = 3,
Texture2DArray = 4,
TextureCubeArray = 5
}
public enum RenderTargetType
{
Color,
Depth
}
// TODO: Support compressed formats (BCn, ASTC, ETC2, etc)
public enum TextureFormat
{
Unknown,
R8G8B8A8_UNorm,
B8G8R8A8_UNorm,
R16G16B16A16_Float,
R32G32B32A32_Float,
D24_UNorm_S8_UInt,
D32_Float
}
[Flags]
public enum BufferUsage
{
None = 0,
Vertex = 1 << 0,
Index = 1 << 1,
IndirectArgument = 1 << 7,
Constant = 1 << 2,
ShaderResource = 1 << 3,
UnorderedAccess = 1 << 4,
Structured = 1 << 5,
Raw = 1 << 6,
Upload = 1 << 8,
Readback = 1 << 9,
}
public enum IndexType
{
UInt16,
UInt32
}
public enum PrimitiveTopology
{
Point,
Line,
Triangle,
}
public enum TextureFilterMode
{
Point,
Bilinear,
Trilinear,
Anisotropic
}
public enum TextureAddressMode
{
Repeat,
Mirror,
Clamp,
Border,
MirrorOnce
}
public enum ComparisonFunction
{
Never,
Less,
Equal,
LessEqual,
Greater,
NotEqual,
GreaterEqual,
Always
}
/// <summary>
/// Specifies how to load attachment contents at the start of a render pass.
/// </summary>
public enum AttachmentLoadOp
{
/// <summary>
/// Load existing contents from memory. Use when you need to preserve previous data.
/// </summary>
Load,
/// <summary>
/// Clear the attachment to a specified value. Use when you want to start with a clean slate.
/// </summary>
Clear,
/// <summary>
/// Don't care about previous contents. Use when you'll overwrite all pixels (fullscreen pass).
/// On tile-based deferred renderers (TBDR), this can save significant memory bandwidth.
/// </summary>
DontCare
}
/// <summary>
/// Specifies how to store attachment contents at the end of a render pass.
/// </summary>
public enum AttachmentStoreOp
{
/// <summary>
/// Store the contents to memory for later use.
/// </summary>
Store,
/// <summary>
/// Discard the contents (not needed after this pass).
/// On tile-based deferred renderers (TBDR), this can save significant memory bandwidth.
/// </summary>
DontCare
}