- Introduced `Handle<T>` and `Identifier<T>` for lightweight, strongly-typed resource identifiers. - Replaced `BitSet` with `UnsafeBitSet` for improved performance and memory safety. - Refactored `Mesh` and `Material` into `MeshClass` and `MaterialClass` for better GPU resource handling. - Added `D3D12ResourceDatabase` to centralize GPU resource tracking and lifecycle management. - Updated `D3D12ShaderCompiler` to load shaders from disk and dynamically populate constant buffers and textures. - Enhanced `ICommandBuffer` with new upload operations for buffers and textures. - Refactored `Vertex` struct for simplified memory layout and better performance. - Updated `MeshBuilder` and rendering logic to align with new resource and shader structures. - Added `BindlessDescriptor` support to `TextureHandle` and `BufferHandle`. - Removed unused classes and performed general cleanup. - Updated unit tests and demos to reflect the new architecture.
177 lines
5.8 KiB
C#
177 lines
5.8 KiB
C#
using Ghost.Graphics.D3D12;
|
|
using Ghost.Graphics.Data;
|
|
using Misaki.HighPerformance.LowLevel.Utilities;
|
|
using System.Drawing;
|
|
|
|
namespace Ghost.Graphics.RHI;
|
|
|
|
/// <summary>
|
|
/// D3D12-style command buffer interface for recording rendering commands
|
|
/// </summary>
|
|
public interface ICommandBuffer : IDisposable
|
|
{
|
|
public CommandBufferType Type
|
|
{
|
|
get;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Begins recording commands into this command buffer
|
|
/// </summary>
|
|
public void Begin();
|
|
|
|
/// <summary>
|
|
/// Ends recording commands and prepares for submission
|
|
/// </summary>
|
|
public void End();
|
|
|
|
/// <summary>
|
|
/// Begins a render pass with the specified render target
|
|
/// </summary>
|
|
/// <param name="renderTarget">Render target to render into</param>
|
|
/// <param name="clearColor">Color to clear the render target with</param>
|
|
public void BeginRenderPass(IRenderTarget renderTarget, Color128 clearColor);
|
|
|
|
/// <summary>
|
|
/// Ends the current render pass
|
|
/// </summary>
|
|
public void EndRenderPass();
|
|
|
|
/// <summary>
|
|
/// Sets the viewport for rendering
|
|
/// </summary>
|
|
/// <param name="viewport">Viewport to set</param>
|
|
public void SetViewport(ViewportDesc viewport);
|
|
|
|
/// <summary>
|
|
/// Sets the scissor rectangle
|
|
/// </summary>
|
|
/// <param name="rect">Scissor rectangle to set</param>
|
|
public void SetScissorRect(RectDesc rect);
|
|
|
|
/// <summary>
|
|
/// Inserts a resource barrier for state transitions
|
|
/// </summary>
|
|
/// <param name="resource">Resource to transition</param>
|
|
/// <param name="before">Current resource state</param>
|
|
/// <param name="after">Target resource state</param>
|
|
public void ResourceBarrier(IResource resource, ResourceState before, ResourceState after);
|
|
|
|
/// <summary>
|
|
/// Sets the graphics root signature
|
|
/// </summary>
|
|
/// <param name="rootSignature">Root signature to set</param>
|
|
public void SetGraphicsRootSignature(IRootSignature rootSignature);
|
|
|
|
/// <summary>
|
|
/// Sets the pipeline state object
|
|
/// </summary>
|
|
/// <param name="pipelineState">Pipeline state to set</param>
|
|
public void SetPipelineState(IPipelineStateController pipelineState);
|
|
|
|
/// <summary>
|
|
/// Renders the specified mesh using the provided material.
|
|
/// </summary>
|
|
/// <param name="mesh">The mesh to be drawn. Must not be null.</param>
|
|
/// <param name="material">The material to use for rendering the mesh. Must not be null.</param>
|
|
public void DrawMesh(MeshClass mesh, MaterialClass material);
|
|
|
|
/// <summary>
|
|
/// Dispatches compute threads
|
|
/// </summary>
|
|
/// <param name="threadGroupCountX">Thread groups in X dimension</param>
|
|
/// <param name="threadGroupCountY">Thread groups in Y dimension</param>
|
|
/// <param name="threadGroupCountZ">Thread groups in Z dimension</param>
|
|
public void Dispatch(uint threadGroupCountX, uint threadGroupCountY = 1, uint threadGroupCountZ = 1);
|
|
|
|
/// <summary>
|
|
/// Uploads the specified data to the buffer represented by the given handle.
|
|
/// </summary>
|
|
/// <typeparam name="T">The unmanaged value type of the elements to upload to the buffer.</typeparam>
|
|
/// <param name="buffer">A handle to the buffer that will receive the uploaded data.</param>
|
|
/// <param name="data">A read-only span containing the data to upload to the buffer. The span must contain elements of type
|
|
/// <typeparamref name="T"/>.</param>
|
|
public void Upload<T>(BufferHandle buffer, ReadOnlySpan<T> data)
|
|
where T : unmanaged;
|
|
|
|
/// <summary>
|
|
/// Uploads texture data to the specified texture resource starting at the given subresource index.
|
|
/// </summary>
|
|
/// <param name="texture">The texture resource to which the subresource data will be uploaded. Must be a valid, initialized texture handle.</param>
|
|
/// <param name="firstSubresource">The index of the first subresource in the texture to receive data. Must be less than the total number of subresources in the texture.</param>
|
|
/// <param name="subresources">A reference to the structure containing the subresource data to upload. The data must match the format and layout expected by the texture.</param>
|
|
/// <param name="numSubresources">The number of subresources to upload, starting from <paramref name="firstSubresource"/>.
|
|
/// Must be greater than zero and not exceed the remaining subresources in the texture.</param>
|
|
public void Upload(TextureHandle texture, uint firstSubresource, ref SubResourceData subresources, uint numSubresources);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Viewport description
|
|
/// </summary>
|
|
public struct ViewportDesc
|
|
{
|
|
public float x;
|
|
public float y;
|
|
public float width;
|
|
public float height;
|
|
public float minDepth;
|
|
public float maxDepth;
|
|
|
|
public ViewportDesc(float width, float height)
|
|
{
|
|
x = 0;
|
|
y = 0;
|
|
this.width = width;
|
|
this.height = height;
|
|
minDepth = 0.0f;
|
|
maxDepth = 1.0f;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Rectangle description
|
|
/// </summary>
|
|
public struct RectDesc
|
|
{
|
|
public int Left;
|
|
public int Top;
|
|
public int Right;
|
|
public int Bottom;
|
|
|
|
public RectDesc(int left, int top, int right, int bottom)
|
|
{
|
|
Left = left;
|
|
Top = top;
|
|
Right = right;
|
|
Bottom = bottom;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Resource states
|
|
/// </summary>
|
|
[Flags]
|
|
public enum ResourceState
|
|
{
|
|
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,
|
|
Present = 0,
|
|
}
|
|
|
|
|
|
public struct SubResourceData
|
|
{
|
|
public unsafe void* pData;
|
|
public nint rowPitch;
|
|
public nint slicePitch;
|
|
} |