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

50 lines
1.3 KiB
HLSL

#ifndef PROPERTIES_HLSL
#define PROPERTIES_HLSL
#include "F:/csharp/GhostEngine/Ghost.Shader/BuiltIn/Common.hlsl"
struct PerViewData
{
float4x4 cameraMatrix;
float4 screenSize; // xy = size, zw = 1/size
};
struct PerObjectData
{
float4x4 localToWorld;
float3 worldBoundsMin;
BYTE_ADDRESS_BUFFER_BINDLESS vertexBuffer;
float3 worldBoundsMax;
BYTE_ADDRESS_BUFFER_BINDLESS indexBuffer;
};
cbuffer GlobalConstants : register(b0)
{
GlobalData g_GlobalData;
};
cbuffer PerViewConstants : register(b1)
{
PerViewData g_PerViewData;
};
cbuffer PerObjectConstants : register(b2)
{
PerObjectData g_PerObjectData;
};
cbuffer PerMaterialConstants : register(b3)
{
PerMaterialData g_PerMaterialData;
};
#if defined(USE_TRADITIONAL_BINDLESS)
Texture2D GlobalTexture2DHeap[GLOBAL_TEXTURE2D_HEAP_SIZE] : register(t0);
Texture3D GlobalTexture3DHeap[GLOBAL_TEXTURE3D_HEAP_SIZE] : register(t0);
TextureCube GlobalTextureCubeHeap[GLOBAL_TEXTURECUBE_HEAP_SIZE] : register(t0);
Texture2DArray GlobalTexture2DArrayHeap[GLOBAL_TEXTURE2D_ARRAY_HEAP_SIZE] : register(t0);
TextureCubeArray GlobalTextureCubeArrayHeap[GLOBAL_TEXTURECUBE_ARRAY_HEAP_SIZE] : register(t0);
SamplerState GlobalSamplerHeap[GLOBAL_SAMPLER_HEAP_SIZE] : register(s0);
#endif
#endif