Files
GhostEngine/Ghost.Shader/BuiltIn/Common.hlsl
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

96 lines
2.8 KiB
HLSL
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#ifndef BUILTIN_COMMON_HLSL
#define BUILTIN_COMMON_HLSL
struct Vertex
{
float4 position;
float4 normal;
float4 tangent;
float4 uv;
float4 color;
};
// Resource descriptor heap definitions
#define GLOBAL_TEXTURE2D_HEAP ResourceDescriptorHeap
#define GLOBAL_TEXTURE3D_HEAP ResourceDescriptorHeap
#define GLOBAL_TEXTURECUBE_HEAP ResourceDescriptorHeap
#define GLOBAL_TEXTURE2D_ARRAY_HEAP ResourceDescriptorHeap
#define GLOBAL_TEXTURECUBE_ARRAY_HEAP ResourceDescriptorHeap
#define GLOBAL_BUFFER_HEAP ResourceDescriptorHeap
#define GLOBAL_SAMPLER_HEAP SamplerDescriptorHeap
// Bindless resource type definitions
#define TEXTURE2D uint
#define TEXTURE3D uint
#define TEXTURECUBE uint
#define TEXTURE2D_ARRAY uint
#define TEXTURECUBE_ARRAY uint
#define SAMPLER uint
#define STRUCT_BUFFER uint
#define BYTE_ADDRESS_BUFFER uint
// Texture and sampler access macros
#define GET_TEXTURE2D(id) GLOBAL_TEXTURE2D_HEAP[id]
#define GET_TEXTURE2D_ARRAY(id) GLOBAL_TEXTURE2D_ARRAY_HEAP[id]
#define GET_TEXTURE3D(id) GLOBAL_TEXTURE3D_HEAP[id]
#define GET_TEXTURECUBE(id) GLOBAL_TEXTURECUBE_HEAP[id]
#define GET_TEXTURECUBE_ARRAY(id) GLOBAL_TEXTURECUBE_ARRAY_HEAP[id]
#define GET_BUFFER(id) GLOBAL_BUFFER_HEAP[id]
#define GET_SAMPLER(id) GLOBAL_SAMPLER_HEAP[id]
#define MESH_SHADER_THREADS(x) [NumThreads(x, 1, 1)]
inline float4 SampleTexture2D(uint texId, uint sampId, float2 uv)
{
Texture2D tex = GET_TEXTURE2D(texId);
SamplerState samp = GET_SAMPLER(sampId);
return tex.Sample(samp, uv);
}
inline float4 SampleTexture2DLevel(uint texId, uint sampId, float2 uv, float level)
{
Texture2D tex = GET_TEXTURE2D(texId);
SamplerState samp = GET_SAMPLER(sampId);
return tex.SampleLevel(samp, uv, level);
}
inline float4 SampleTextureArray(uint texId, uint sampId, float3 uv)
{
Texture2DArray tex = GET_TEXTURE2D_ARRAY(texId);
SamplerState samp = GET_SAMPLER(sampId);
return tex.Sample(samp, uvw.xyz);
}
inline Vertex LoadVertexData(uint vertexID, uint groupID, BYTE_ADDRESS_BUFFER vertexBuffer, BYTE_ADDRESS_BUFFER indexBuffer)
{
// Fetch bindless buffers
ByteAddressBuffer vertexBuffer = GET_BUFFER(vertexBuffer);
ByteAddressBuffer indexBuffer = GET_BUFFER(indexBuffer);
// Compute the triangles vertex indices
uint indexOffset = (groupID * 3 + vertexID) * 4; // uint32 index
uint vertexIndex = indexBuffer.Load(indexOffset);
// Load vertex attributes
uint vertexOffset = vertexIndex * 80; // 80 bytes per vertex
Vertex v;
v.position = asfloat(vertexBuffer.Load4(vertexOffset + 0));
v.normal = asfloat(vertexBuffer.Load4(vertexOffset + 16));
v.tangent = asfloat(vertexBuffer.Load4(vertexOffset + 32));
v.uv = asfloat(vertexBuffer.Load4(vertexOffset + 48));
v.color = asfloat(vertexBuffer.Load4(vertexOffset + 64));
return v;
}
#endif // BUILTIN_COMMON_HLSL