- 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.
360 lines
6.9 KiB
C#
360 lines
6.9 KiB
C#
using System.Runtime.CompilerServices;
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namespace Ghost.Graphics.RHI;
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/// <summary>
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/// Root signature interface
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/// </summary>
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public interface IRootSignature : IDisposable
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{
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/// <summary>
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/// Root signature name for debugging
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/// </summary>
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string Name
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{
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get; set;
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}
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}
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/// <summary>
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/// Pipeline types
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/// </summary>
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public enum PipelineType
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{
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Graphics,
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Compute
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}
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/// <summary>
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/// Render target description
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/// Supports either color OR depth rendering, not both
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/// </summary>
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public struct RenderTargetDesc
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{
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/// <summary>
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/// Width of the render target
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/// </summary>
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public uint Width
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{
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get;
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set;
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}
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/// <summary>
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/// Height of the render target
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/// </summary>
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public uint Height
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{
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get;
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set;
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}
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/// <summary>
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/// Slice of the render target
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/// </summary>
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public uint Slice
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{
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get;
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set;
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}
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/// <summary>
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/// Type of render target
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/// </summary>
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public RenderTargetType Type
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{
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get;
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set;
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}
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/// <summary>
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/// Target texture format
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/// </summary>
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public TextureFormat Format
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{
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get;
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set;
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}
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/// <summary>
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/// Texture dimension
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/// </summary>
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public TextureDimension Dimension
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{
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get;
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set;
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}
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/// <summary>
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/// Creation flags for the render target
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/// </summary>
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public RenderTargetCreationFlags CreationFlags
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{
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get;
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set;
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}
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/// <summary>
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/// Number of mip levels. 0 to generate full mip chain
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/// </summary>
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public uint MipLevels
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{
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get;
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set;
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}
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/// <summary>
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/// Number of samples for MSAA
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/// </summary>
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public uint SampleCount
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{
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get;
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set;
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}
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/// <summary>
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/// Creates a color render target
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/// </summary>
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public static RenderTargetDesc Color(uint width, uint height, uint slice = 1,
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TextureFormat format = TextureFormat.R8G8B8A8_UNorm, TextureDimension dimension = TextureDimension.Texture2D,
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RenderTargetCreationFlags creationFlags = RenderTargetCreationFlags.AllowUAV | RenderTargetCreationFlags.DynamicallyScalable | RenderTargetCreationFlags.GenerateMips,
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uint mipLevels = 0u, uint sampleCount = 1)
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{
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return new RenderTargetDesc
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{
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Width = width,
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Height = height,
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Slice = slice,
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Type = RenderTargetType.Color,
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Format = format,
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Dimension = dimension,
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CreationFlags = creationFlags,
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MipLevels = mipLevels,
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SampleCount = sampleCount
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};
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}
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/// <summary>
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/// Creates a depth render target
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/// </summary>
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public static RenderTargetDesc Depth(uint width, uint height, uint slice = 1,
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TextureFormat format = TextureFormat.D24_UNorm_S8_UInt, TextureDimension dimension = TextureDimension.Texture2D,
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RenderTargetCreationFlags creationFlags = RenderTargetCreationFlags.AllowUAV | RenderTargetCreationFlags.DynamicallyScalable,
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uint mipLevels = 0u, uint sampleCount = 1)
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{
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return new RenderTargetDesc
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{
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Width = width,
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Height = height,
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Slice = slice,
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Type = RenderTargetType.Depth,
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Format = format,
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Dimension = dimension,
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CreationFlags = creationFlags,
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MipLevels = mipLevels,
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SampleCount = sampleCount
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};
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static TextureDesc ToTextureDescriptor(RenderTargetDesc desc)
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{
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var usage = desc.Type == RenderTargetType.Color ? TextureUsage.RenderTarget : TextureUsage.DepthStencil;
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if (desc.CreationFlags.HasFlag(RenderTargetCreationFlags.AllowUAV))
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{
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usage |= TextureUsage.UnorderedAccess;
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}
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return new TextureDesc
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{
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Width = desc.Width,
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Height = desc.Height,
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Slice = desc.Slice,
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Format = desc.Format,
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Dimension = desc.Dimension,
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MipLevels = desc.MipLevels,
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Usage = usage,
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CreationFlags = TextureCreationFlags.Bindless
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};
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}
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}
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/// <summary>
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/// Texture description
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/// </summary>
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public struct TextureDesc
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{
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/// <summary>
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/// Width of the texture
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/// </summary>
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public uint Width
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{
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get;
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set;
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}
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/// <summary>
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/// Height of the texture
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/// </summary>
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public uint Height
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{
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get;
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set;
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}
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/// <summary>
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/// Slice of the texture
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/// </summary>
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public uint Slice
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{
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get;
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set;
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}
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/// <summary>
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/// Texture format
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/// </summary>
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public TextureFormat Format
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{
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get;
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set;
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}
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/// <summary>
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/// Texture dimension
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/// </summary>
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public TextureDimension Dimension
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{
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get;
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set;
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}
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/// <summary>
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/// Number of mip levels. 0 to generate full mip chain
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/// </summary>
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public uint MipLevels
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{
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get;
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set;
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}
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/// <summary>
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/// Texture usage flags
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/// </summary>
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public TextureUsage Usage
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{
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get;
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set;
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}
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/// <summary>
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/// Texture creation flags
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/// </summary>
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public TextureCreationFlags CreationFlags
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{
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get;
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set;
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}
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}
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/// <summary>
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/// Buffer description
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/// </summary>
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public struct BufferDesc
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{
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/// <summary>
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/// Size of the buffer in bytes
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/// </summary>
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public ulong Size
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{
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get;
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set;
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}
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public uint Stride
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{
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get;
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set;
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}
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/// <summary>
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/// Buffer usage flags
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/// </summary>
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public BufferUsage Usage
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{
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get;
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set;
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}
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public BufferCreationFlags CreationFlags
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{
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get;
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set;
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}
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/// <summary>
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/// Memory type for the buffer
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/// </summary>
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public MemoryType MemoryType
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{
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get;
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set;
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}
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}
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/// <summary>
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/// Texture usage flags
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/// </summary>
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[Flags]
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public enum TextureUsage
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{
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None = 0,
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ShaderResource = 1 << 0,
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RenderTarget = 1 << 1,
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DepthStencil = 1 << 2,
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UnorderedAccess = 1 << 3
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}
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/// <summary>
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/// Dimensions of the texture
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/// </summary>
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public enum TextureDimension
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{
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Unknown = -1,
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None = 0,
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Texture2D = 1,
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Texture3D = 2,
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TextureCube = 3,
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Texture2DArray = 4,
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TextureCubeArray = 5
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}
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/// <summary>
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/// Render target creation flags
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/// </summary>
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[Flags]
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public enum RenderTargetCreationFlags
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{
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None = 0,
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AllowUAV = 1 << 0,
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AllowMSAA = 1 << 1,
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DynamicallyScalable = 1 << 2,
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GenerateMips = 1 << 3
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}
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/// <summary>
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/// Memory types for resources
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/// </summary>
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public enum MemoryType
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{
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Default, // GPU memory
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Upload, // CPU-to-GPU memory
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Readback // GPU-to-CPU memory
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}
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[Flags]
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public enum TextureCreationFlags
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{
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None = 0,
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Bindless = 1 << 0
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} |