Files
GhostEngine/Ghost.Graphics/RenderPasses/MeshRenderPass.cs

175 lines
6.2 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.Image;
using Misaki.HighPerformance.Mathematics;
using System.Diagnostics;
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;
public uint tex_sampler;
private readonly uint _padding1;
private readonly uint _padding2;
private readonly uint _padding3;
}
private Handle<Mesh> _mesh;
private Identifier<Shader> _shader;
private Handle<Material> _material;
private Handle<Texture>[]? _textures;
private GraphicsCompiledResult[]? _compileResults;
private Identifier<ShaderPass> _forwardPassID;
// 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.gsdef", "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 config = new ShaderCompilationConfig
{
optimizeLevel = CompilerOptimizeLevel.O3,
options = CompilerOption.KeepReflections,
tier = CompilerTier.Tier2
};
var compiled = ctx.ShaderCompiler.CompilePass(pass, in config, shaderDescriptor.generatedCodePath).GetValueOrThrow();
//if (pass is not FullPassDescriptor fullPass)
//{
// continue;
//}
//var psoDes = new GraphicsPSODescriptor
//{
// PassId = new ShaderPassKey(fullPass.Identifier),
// PipelineOption = fullPass.localPipeline,
// RtvFormats = [TextureFormat.B8G8R8A8_UNorm],
// DsvFormat = TextureFormat.Unknown,
//};
//_compileResults[i] = compiled;
//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);
_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, ColorComponents.RGBA);
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(in desc, imageData.AsSpan());
}
var samplerDesc = new SamplerDesc
{
AddressU = TextureAddressMode.Repeat,
AddressV = TextureAddressMode.Repeat,
AddressW = TextureAddressMode.Repeat,
FilterMode = TextureFilterMode.Bilinear,
MaxAnisotropy = 16,
};
var sampler = ctx.ResourceAllocator.CreateSampler(in samplerDesc);
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 = ctx.ResourceDatabase.GetBindlessIndex(_textures[0].AsResource()).GetValueOrThrow(),
texture2 = ctx.ResourceDatabase.GetBindlessIndex(_textures[1].AsResource()).GetValueOrThrow(),
texture3 = ctx.ResourceDatabase.GetBindlessIndex(_textures[2].AsResource()).GetValueOrThrow(),
texture4 = ctx.ResourceDatabase.GetBindlessIndex(_textures[3].AsResource()).GetValueOrThrow(),
tex_sampler = (uint)sampler.Value,
};
Debug.Assert(matRef.SetPropertyCache(in matProps) == ErrorStatus.None);
matRef.UploadData(ctx.DirectCommandBuffer);
var pso = matRef.GetPassPipelineOverride(0);
pso.Cull = Cull.Back;
matRef.SetPassPipelineOverride(0, in pso);
_forwardPassID = Shader.GetPassID("Forward");
}
public void Execute(ref readonly RenderingContext ctx)
{
ctx.DispatchMesh(_mesh, _material, _forwardPassID, 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();
}
}
}
}