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sbox-public/engine/Sandbox.Engine/Systems/Render/ComputeShader.cs
s&box team 71f266059a Open source release
This commit imports the C# engine code and game files, excluding C++ source code.

[Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
2025-11-24 09:05:18 +00:00

99 lines
4.3 KiB
C#

using NativeEngine;
namespace Sandbox;
/// <summary>
/// A compute shader is a program that runs on the GPU, often with data provided to/from the CPU by means of a <see cref="GpuBuffer{T}"/> or a <see cref="Texture"/>.
/// </summary>
/// <seealso cref="GpuBuffer{T}"/>
public class ComputeShader
{
/// <summary>
/// Attributes that are passed to the compute shader on dispatch.
/// </summary>
public RenderAttributes Attributes { get; } = new RenderAttributes();
Material ComputeMaterial;
/// <summary>
/// Create a compute shader from the specified path.
/// </summary>
public ComputeShader( string path )
{
var material = Material.FromShader( path );
Assert.NotNull( material );
ComputeMaterial = material;
}
/// <summary>
/// Dispatch this compute shader using explicit thread counts.
/// </summary>
/// <remarks>
/// The specified thread counts will be automatically divided by the thread group size
/// defined in the shader to compute the final dispatch group count.
/// <para>
/// When called outside a graphics context, the dispatch runs immediately.
/// When called inside a graphics context, the dispatch runs async.
/// </para>
/// </remarks>
/// <param name="threadsX">The number of threads to dispatch in the X dimension.</param>
/// <param name="threadsY">The number of threads to dispatch in the Y dimension.</param>
/// <param name="threadsZ">The number of threads to dispatch in the Z dimension.</param>
public void Dispatch( int threadsX = 32, int threadsY = 32, int threadsZ = 32 )
{
DispatchWithAttributes( Attributes, threadsX, threadsY, threadsZ );
}
/// <summary>
/// Dispatch this compute shader by reading thread group counts (x, y, z)
/// from an indirect buffer of type <see cref="GpuBuffer.IndirectDispatchArguments"/>.
/// </summary>
/// <remarks>
/// <para>
/// <paramref name="indirectBuffer"/> must be created with <see cref="GpuBuffer.UsageFlags.IndirectDrawArguments"/>
/// and have an element size of 12 bytes.
/// </para>
/// <para>
/// <paramref name="indirectElementOffset"/> is an element index into <paramref name="indirectBuffer"/>, not a byte offset.
/// </para>
/// <para>
/// When called outside a graphics context, the dispatch runs immediately.
/// When called inside a graphics context, the dispatch runs async.
/// </para>
/// </remarks>
/// <param name="indirectBuffer">The GPU buffer containing one or more dispatch argument entries.</param>
/// <param name="indirectElementOffset">The index of the dispatch arguments element to use (each element = 12 bytes).</param>
public void DispatchIndirect( GpuBuffer indirectBuffer, uint indirectElementOffset = 0 )
{
DispatchIndirectWithAttributes( Attributes, indirectBuffer, indirectElementOffset );
}
/// <inheritdoc cref="Dispatch"/>
public void DispatchWithAttributes( RenderAttributes attributes, int threadsX = 32, int threadsY = 32, int threadsZ = 32 )
{
if ( threadsX < 1 ) throw new ArgumentException( $"Cannot be less than 1", nameof( threadsX ) );
if ( threadsY < 1 ) throw new ArgumentException( $"Cannot be less than 1", nameof( threadsY ) );
if ( threadsZ < 1 ) throw new ArgumentException( $"Cannot be less than 1", nameof( threadsZ ) );
RenderTools.Compute( Graphics.Context, attributes.Get(), ComputeMaterial.native.GetMode(), threadsX, threadsY, threadsZ );
}
/// <inheritdoc cref="DispatchIndirect"/>
public void DispatchIndirectWithAttributes( RenderAttributes attributes, GpuBuffer indirectBuffer, uint indirectElementOffset = 0 )
{
if ( !indirectBuffer.IsValid() )
throw new ArgumentException( $"Invalid buffer", nameof( indirectBuffer ) );
if ( indirectBuffer.ElementSize != 12 )
throw new ArgumentException( $"Buffer element size must 12 bytes", nameof( indirectBuffer ) );
if ( indirectElementOffset >= indirectBuffer.ElementCount )
throw new ArgumentOutOfRangeException( nameof( indirectElementOffset ), "Indirect element offset exceeds buffer bounds" );
if ( !indirectBuffer.Usage.Contains( GpuBuffer.UsageFlags.IndirectDrawArguments ) )
throw new ArgumentException( $"Buffer must have the required usage flag '{GpuBuffer.UsageFlags.IndirectDrawArguments}'", nameof( indirectBuffer ) );
RenderTools.ComputeIndirect( Graphics.Context, attributes.Get(), ComputeMaterial.native.GetMode(), indirectBuffer.native, indirectElementOffset * 12 );
}
}