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