Files
GhostEngine/Ghost.Graphics/Core/RenderingContext.cs
Misaki d91d6f6e57 Refactor shader pipeline and improve modularity
- Added `generatedCodePath` to `FullPassDescriptor` for better shader code organization.
- Removed redundant `IID_PPV_ARGS` method and unused `Misaki.HighPerformance.Unsafe` reference.
- Refactored `Material` and `MaterialAccessor` to use `CBuffer` and updated buffer size handling.
- Renamed command buffer variables in `RenderingContext` for consistency.
- Updated `D3D12PipelineLibrary` to cache compiled shader results and added `ShaderPassKey`.
- Refactored `D3D12GraphicsEngine` to integrate `_copyCommandBuffer` lifecycle.
- Enhanced `D3D12ResourceAllocator` with shader pass creation using constant buffer info.
- Simplified `D3D12ShaderCompiler` with `GENERATED_CODE_PATH` support and improved reflection handling.
- Introduced `CBufferPropertyInfo` and `CBufferInfo` structs for better encapsulation.
- Updated HLSL shaders to use `g_PerMaterialData` and dynamic includes.
- Improved error handling in `SDLCompiler` with try-catch blocks and better messages.
- Refactored `test.gshader` to use dynamically generated includes.
- Fixed typos, improved code readability, and removed unused code.
2025-11-14 19:41:36 +09:00

186 lines
7.1 KiB
C#

using Ghost.Core;
using Ghost.Core.Graphics;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
using Misaki.HighPerformance.LowLevel.Utilities;
namespace Ghost.Graphics.Core;
public unsafe readonly ref struct RenderingContext
{
private readonly IGraphicsEngine _engine;
private readonly ICommandBuffer _directCmd;
private readonly ICommandBuffer _copyCmd;
private readonly ICommandBuffer _computeCmd;
public ICommandBuffer DirectCommandBuffer => _directCmd;
public ICommandBuffer CopyCommandBuffer => _copyCmd;
public ICommandBuffer ComputeCommandBuffer => _computeCmd;
public IResourceAllocator ResourceAllocator => _engine.ResourceAllocator;
public IResourceDatabase ResourceDatabase => _engine.ResourceDatabase;
public IPipelineLibrary PipelineLibrary => _engine.PipelineLibrary;
internal RenderingContext(
IGraphicsEngine engine,
ICommandBuffer directCmd,
ICommandBuffer copyCmd,
ICommandBuffer computeCmd)
{
_engine = engine;
_directCmd = directCmd;
_copyCmd = copyCmd;
_computeCmd = computeCmd;
}
public ICommandBuffer CrearteCommandBuffer(CommandBufferType type)
{
return _engine.CreateCommandBuffer(type);
}
// TODO: ExecuteCommandBufferAsync with fencene.Device.GraphicsQueue.Submit(commandBuffer);
public void ExecuteCommandBuffer(ICommandBuffer commandBuffer)
{
var queue = commandBuffer.Type switch
{
CommandBufferType.Graphics => _engine.Device.GraphicsQueue,
CommandBufferType.Compute => _engine.Device.ComputeQueue,
CommandBufferType.Copy => _engine.Device.CopyQueue,
_ => throw new ArgumentOutOfRangeException(),
};
queue.Submit(commandBuffer);
queue.WaitIdle();
}
public Handle<Mesh> CreateMesh(UnsafeList<Vertex> vertices, UnsafeList<uint> indices)
{
var mesh = ResourceAllocator.CreateMesh(vertices, indices);
return mesh;
}
public Handle<Mesh> CreateMesh(ReadOnlySpan<Vertex> vertices, ReadOnlySpan<uint> indices)
{
var vertexList = new UnsafeList<Vertex>(vertices.Length, Allocator.Persistent);
var indexList = new UnsafeList<uint>(indices.Length, Allocator.Persistent);
vertexList.CopyFrom(vertices);
indexList.CopyFrom(indices);
return CreateMesh(vertexList, indexList);
}
// TODO: Make one memory pool for upload.
/// <summary>
/// Uploads the mesh data to the GPU.
/// </summary>
/// <param name="mesh">The handle point to the mesh buffer</param>
/// <param name="markMeshStatic">Whether to mark the mesh as static. If it's true, the cpu buffer of the mesh will not be avaliable any more</param>
public void UploadMesh(Handle<Mesh> mesh, bool markMeshStatic)
{
ref var meshData = ref ResourceDatabase.GetMeshReference(mesh);
var vertexState = ResourceDatabase.GetResourceState(meshData.vertexBuffer.AsResource());
var indexState = ResourceDatabase.GetResourceState(meshData.indexBuffer.AsResource());
var needVertexTransition = vertexState != ResourceState.CopyDest;
var needIndexTransition = indexState != ResourceState.CopyDest;
if (needVertexTransition)
{
_directCmd.ResourceBarrier(meshData.vertexBuffer.AsResource(), vertexState, ResourceState.CopyDest);
}
if (needIndexTransition)
{
_directCmd.ResourceBarrier(meshData.indexBuffer.AsResource(), indexState, ResourceState.CopyDest);
}
_directCmd.UploadBuffer(meshData.vertexBuffer, meshData.vertices.AsSpan());
_directCmd.UploadBuffer(meshData.indexBuffer, meshData.indices.AsSpan());
if (needVertexTransition)
{
_directCmd.ResourceBarrier(meshData.vertexBuffer.AsResource(), ResourceState.CopyDest, vertexState);
}
if (needIndexTransition)
{
_directCmd.ResourceBarrier(meshData.indexBuffer.AsResource(), ResourceState.CopyDest, indexState);
}
if (markMeshStatic)
{
meshData.ReleaseCpuResources();
}
}
public Handle<Texture> CreateTexture(ref readonly TextureDesc desc, bool tempResource = false)
{
return ResourceAllocator.CreateTexture(in desc, tempResource);
}
public void UploadTexture(Handle<Texture> texture, ReadOnlySpan<byte> data)
{
var desc = ResourceDatabase.GetResourceDescription(texture.AsResource());
desc.textureDescription.Format.GetSurfaceInfo((int)desc.textureDescription.Width, (int)desc.textureDescription.Height, out var rowPitch, out var slicePitch, out _);
var subresourceData = new SubResourceData
{
pData = data.GetUnsafePtr(),
rowPitch = rowPitch,
slicePitch = slicePitch
};
var sateBefore = ResourceDatabase.GetResourceState(texture.AsResource());
var needTransition = sateBefore != ResourceState.CopyDest;
if (needTransition)
{
_directCmd.ResourceBarrier(texture.AsResource(), sateBefore, ResourceState.CopyDest);
}
_directCmd.UploadTexture(texture, subresourceData);
if (needTransition)
{
_directCmd.ResourceBarrier(texture.AsResource(), ResourceState.CopyDest, sateBefore);
}
}
// TODO: Ideally we should queue the draw call to our rendering system, and render it in a full rendering pipeline.
// This is just a place holder for now for testing purpose.
public void DispatchMesh(Handle<Mesh> mesh, Handle<Material> material, string passName, uint numThreadsX)
{
ref var meshRef = ref ResourceDatabase.GetMeshReference(mesh);
ref var materialRef = ref ResourceDatabase.GetMaterialReference(material);
var shader = ResourceDatabase.GetShaderReference(materialRef.Shader);
shader.TryGetPassKey(passName, out var passIndex, out var passKey);
var hash = new GraphicsPipelineHash
{
id = passKey,
rtvCount = 1,
dsvFormat = TextureFormat.Unknown,
};
hash.rtvFormats[0] = TextureFormat.B8G8R8A8_UNorm;
var pipelineKey = hash.GetKey();
_directCmd.SetPipelineState(pipelineKey);
// NOTE: We use fixed root signature layout for bindless rendering.
ref var cache = ref materialRef.GetPassCache(passIndex);
_directCmd.SetConstantBufferView(RootSignatureLayout.PER_MATERIAL_BUFFER_SLOT, cache.GpuResource);
// NOTE: Since we are using true bindless resources, we only need to set the descriptor heaps, not individual tables.
// TODO: Maybe handle the traditional bindless model?
#if false
var samplerGpuHandle = _descriptorAllocator.GetSamplerHeap()->GetGPUDescriptorHandleForHeapStart();
_commandList.Get()->SetGraphicsRootDescriptorTable(rootParamIndex, samplerGpuHandle);
#endif
var threadGroupCountX = ((uint)meshRef.indices.Count + numThreadsX - 1) / numThreadsX;
_directCmd.DispatchMesh(threadGroupCountX, 1, 1);
}
}