Files
GhostEngine/Ghost.Graphics/Core/Material.cs
Misaki bd97d233cb Refactor and optimize rendering pipeline
- Added `<IsTrimmable>` property in project files for trimming.
- Replaced bindless texture types with non-bindless equivalents.
- Refactored `ShaderDescriptor` and `ShaderPass` for better modularity.
- Introduced `ShaderDescriptorExtensions` for property size calculations.
- Simplified constant buffer handling in `Material.cs`.
- Improved resource management in `D3D12` components.
- Added support for static meshes and optimized resource barriers.
- Refactored shader code generation and property merging in `SDLCompiler`.
- Removed unused or redundant code (e.g., `IncludesBlock` parser).
- Updated comments, documentation, and error handling for clarity.
2025-11-28 18:58:50 +09:00

145 lines
4.3 KiB
C#

using Ghost.Core;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
using System.Runtime.CompilerServices;
namespace Ghost.Graphics.Core;
internal struct CBufferCache : IResourceReleasable
{
private UnsafeArray<byte> _cpuData;
private Handle<GraphicsBuffer> _gpuResource;
private uint _size;
private uint _alignedSize;
public readonly UnsafeArray<byte> CpuData => _cpuData;
public readonly Handle<GraphicsBuffer> GpuResource => _gpuResource;
public readonly uint Size => _size;
public readonly uint AlignedSize => _alignedSize;
public readonly bool IsCreated => _size != 0 && _gpuResource.IsValid && _cpuData.IsCreated;
public CBufferCache(Handle<GraphicsBuffer> buffer, uint bufferSize)
{
_size = bufferSize;
_alignedSize = (bufferSize + 255u) & ~255u;
_cpuData = new UnsafeArray<byte>((int)AlignedSize, Allocator.Persistent);
_gpuResource = buffer;
}
public void ReleaseResource(IResourceDatabase database)
{
if (!IsCreated)
{
return;
}
_cpuData.Dispose();
database.ReleaseResource(GpuResource.AsResource());
_gpuResource = Handle<GraphicsBuffer>.Invalid;
_size = 0;
_alignedSize = 0;
}
}
public struct Material : IResourceReleasable, IHandleType
{
private Identifier<Shader> _shader;
private CBufferCache _cBufferCache;
internal readonly CBufferCache CBufferCache => _cBufferCache;
public readonly Identifier<Shader> Shader => _shader;
public Result SetShader(Identifier<Shader> shaderId, IResourceAllocator allocator, IResourceDatabase database)
{
if (!shaderId.IsValid)
{
return Result.Failure("Shader ID is invalid.");
}
_cBufferCache.ReleaseResource(database);
_shader = shaderId;
var shader = database.GetShaderReference(shaderId);
if (shader.CBufferSize != 0)
{
var desc = new BufferDesc
{
Size = shader.CBufferSize,
Usage = BufferUsage.Constant,
MemoryType = ResourceMemoryType.Default,
};
var buffer = allocator.CreateBuffer(ref desc);
_cBufferCache = new CBufferCache(buffer, shader.CBufferSize);
}
return Result.Success();
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly unsafe Result<T, ResultStatus> GetPropertyCache<T>()
where T : unmanaged
{
if (sizeof(T) != _cBufferCache.Size)
{
return Result.Create(default(T), ResultStatus.InvalidArgument);
}
return Result.Create(*(T*)_cBufferCache.CpuData.GetUnsafePtr(), ResultStatus.Success);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly Span<byte> GetRawPropertyCache()
{
if (_cBufferCache.Size == 0)
{
return Span<byte>.Empty;
}
return _cBufferCache.CpuData.AsSpan(0, (int)_cBufferCache.Size);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly unsafe Result<ResultStatus> SetPropertyCache<T>(ref readonly T data)
where T : unmanaged
{
if (sizeof(T) != _cBufferCache.Size)
{
return new Result<ResultStatus>(false, ResultStatus.InvalidArgument);
}
Unsafe.WriteUnaligned(_cBufferCache.CpuData.GetUnsafePtr(), data);
return Result.Success(ResultStatus.Success);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly unsafe Result<ResultStatus> SetRawPropertyCache(ReadOnlySpan<byte> data)
{
if (data.Length != _cBufferCache.Size)
{
return new Result<ResultStatus>(false, ResultStatus.InvalidArgument);
}
Unsafe.WriteUnaligned(_cBufferCache.CpuData.GetUnsafePtr(), data);
return Result.Success(ResultStatus.Success);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly void UploadData(ICommandBuffer cmb)
{
cmb.UploadBuffer(_cBufferCache.GpuResource, _cBufferCache.CpuData.AsSpan());
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
void IResourceReleasable.ReleaseResource(IResourceDatabase database)
{
_cBufferCache.ReleaseResource(database);
}
}