Files
GhostEngine/Ghost.Graphics/RenderPasses/MeshRenderPass.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

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();
}
}
}
}