- 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.
144 lines
5.0 KiB
C#
144 lines
5.0 KiB
C#
using Ghost.Core;
|
|
using Ghost.Core.Graphics;
|
|
using Ghost.Graphics.Contracts;
|
|
using Ghost.Graphics.Core;
|
|
using Ghost.Graphics.RHI;
|
|
using Ghost.Graphics.Utilities;
|
|
using Ghost.SDL.Compiler;
|
|
using Misaki.HighPerformance.Mathematics;
|
|
using System.Runtime.InteropServices;
|
|
|
|
namespace Ghost.Graphics.RenderPasses;
|
|
|
|
/// <summary>
|
|
/// Simplified bindless mesh render pass using high-level bindless APIs with fully bindless vertex/index buffer access
|
|
/// </summary>
|
|
internal class MeshRenderPass : IRenderPass
|
|
{
|
|
[StructLayout(LayoutKind.Sequential)]
|
|
private struct ShaderProperties_MyShader_Standard
|
|
{
|
|
public float4 color;
|
|
public uint texture1;
|
|
public uint texture2;
|
|
public uint texture3;
|
|
public uint texture4;
|
|
}
|
|
|
|
private Handle<Mesh> _mesh;
|
|
private Identifier<Shader> _shader;
|
|
private Handle<Material> _material;
|
|
private Handle<Texture>[]? _textures;
|
|
|
|
private GraphicsCompiledResult[]? _compileResults;
|
|
|
|
// Texture file paths for this demo
|
|
private readonly string[] _textureFiles = [
|
|
"C:/Users/Misaki/Downloads/Im/Icon.png",
|
|
"C:/Users/Misaki/Downloads/Im/Backdrop.jpg",
|
|
"C:/Users/Misaki/Downloads/Im/101167591_p0.png",
|
|
"C:/Users/Misaki/Downloads/Im/yande.re 1134666 blue_archive nakamasa_ichika sugarhigh.jpg"
|
|
];
|
|
|
|
public void Initialize(ref readonly RenderingContext ctx)
|
|
{
|
|
var shaderDescriptor = SDLCompiler.CompileShader("F:/csharp/GhostEngine/Ghost.Graphics/test.gshader", "C:/Users/Misaki/Downloads/Archive").GetValueOrThrow();
|
|
|
|
_compileResults = new GraphicsCompiledResult[shaderDescriptor.passes.Count];
|
|
for (var i = 0; i < shaderDescriptor.passes.Count; i++)
|
|
{
|
|
var pass = shaderDescriptor.passes[i];
|
|
var compileResult = ctx.ShaderCompiler.CompilePass(pass, shaderDescriptor.generatedCodePath);
|
|
if (compileResult.IsFailure || pass is not FullPassDescriptor fullPass)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var psoDes = new GraphicsPSODescriptor
|
|
{
|
|
PassId = new ShaderPassKey(fullPass.Identifier),
|
|
ZTest = fullPass.localPipeline.zTest,
|
|
ZWrite = fullPass.localPipeline.zWrite,
|
|
Cull = fullPass.localPipeline.cull,
|
|
Blend = fullPass.localPipeline.blend,
|
|
ColorMask = fullPass.localPipeline.colorMask,
|
|
|
|
RtvFormats = [TextureFormat.B8G8R8A8_UNorm],
|
|
DsvFormat = TextureFormat.Unknown,
|
|
};
|
|
|
|
_compileResults[i] = compileResult.Value;
|
|
ctx.PipelineLibrary.CompilePSO(in psoDes, in _compileResults[i]).GetValueOrThrow();
|
|
}
|
|
|
|
MeshBuilder.CreateCube(0.75f, default, Misaki.HighPerformance.LowLevel.Buffer.Allocator.Persistent, out var vertices, out var indices);
|
|
|
|
_mesh = ctx.CreateMesh(vertices, indices, true);
|
|
ctx.UpdateObjectData(_mesh, float4x4.identity);
|
|
|
|
_shader = ctx.ResourceAllocator.CreateGraphicsShader(shaderDescriptor);
|
|
_material = ctx.ResourceAllocator.CreateMaterial(_shader);
|
|
|
|
ref var matRef = ref ctx.ResourceDatabase.GetMaterialReference(_material);
|
|
var matProps = new ShaderProperties_MyShader_Standard
|
|
{
|
|
color = new float4(1.0f, 1.0f, 1.0f, 1.0f),
|
|
texture1 = 0,
|
|
texture2 = 1,
|
|
texture3 = 2,
|
|
texture4 = 3,
|
|
};
|
|
|
|
matRef.SetPropertyCache(in matProps);
|
|
|
|
//_textures = new Handle<Texture>[_textureFiles.Length];
|
|
//for (var i = 0; i < _textureFiles.Length; i++)
|
|
//{
|
|
// using var stream = File.OpenRead(_textureFiles[i]);
|
|
// using var imageData = ImageResult.FromStream(stream);
|
|
|
|
// var desc = new TextureDesc
|
|
// {
|
|
// Width = imageData.Width,
|
|
// Height = imageData.Height,
|
|
// Dimension = TextureDimension.Texture2D,
|
|
// Format = TextureFormat.R8G8B8A8_UNorm,
|
|
// MipLevels = 1,
|
|
// Slice = 1,
|
|
// Usage = TextureUsage.ShaderResource,
|
|
// };
|
|
|
|
// _textures[i] = ctx.CreateTexture(ref desc);
|
|
// ctx.UploadTexture(_textures[i], new Span<byte>(imageData.Data, (int)imageData.Size));
|
|
//}
|
|
}
|
|
|
|
public void Execute(ref readonly RenderingContext ctx)
|
|
{
|
|
ctx.DispatchMesh(_mesh, _material, "Forward", 3);
|
|
}
|
|
|
|
public void Cleanup(IResourceDatabase resourceDatabase)
|
|
{
|
|
resourceDatabase.ReleaseMaterial(_material);
|
|
resourceDatabase.ReleaseShader(_shader);
|
|
resourceDatabase.ReleaseMesh(_mesh);
|
|
|
|
if (_textures != null)
|
|
{
|
|
foreach (var texture in _textures)
|
|
{
|
|
resourceDatabase.ReleaseResource(texture.AsResource());
|
|
}
|
|
}
|
|
|
|
if (_compileResults != null)
|
|
{
|
|
for (var i = 0; i < _compileResults.Length; i++)
|
|
{
|
|
_compileResults[i].Dispose();
|
|
}
|
|
}
|
|
}
|
|
}
|