forked from Misaki/GhostEngine
Render graph: native pass merging & heap-based aliasing
Major architecture upgrade: - Add native render pass merging (hardware pass grouping, load/store op inference) - Implement heap-based aliasing for textures & buffers (D3D12-style) - Unify resource model: buffers and textures in one registry - Extend builder API for buffer creation/usage, access flags, hints - Improve barrier/state tracking (buffer hints, indirect argument state) - Update caching, hashing, and debug output for new model - Add enums/structs: AttachmentLoadOp, StoreOp, BufferHint, etc. - D3D12 backend: support named resources, temp upload buffers, correct heap usage - Update docs, benchmarks, and project files for new features Brings render graph closer to AAA engine standards, enabling efficient memory usage, lower driver overhead, and a more flexible API.
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@@ -1,32 +1,121 @@
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using Ghost.Core;
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using Ghost.Core.Graphics;
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using Misaki.HighPerformance.LowLevel.Collections;
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using Ghost.Graphics.Core;
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using Misaki.HighPerformance.LowLevel.Collections;
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namespace Ghost.Graphics.RHI;
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public enum ResourceAllocationType
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{
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Default,
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Temporary,
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RenderGraphTransient,
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}
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public struct CreationOptions
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{
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public ResourceAllocationType AllocationType
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{
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get; set;
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}
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public Handle<GPUResource> Heap
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{
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get; set;
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}
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public ulong Offset
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{
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get; set;
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}
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}
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public enum HeapType
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{
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Default,
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Upload,
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Readback
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}
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public enum HeapFlags
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{
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None = 0,
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AllowBuffers,
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AllowTextures,
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AllowRTAndDS,
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AlowBufferAndTexture,
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}
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public struct AllocationDesc
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{
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public ulong Size
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{
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get; set;
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}
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public ulong Alignment
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{
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get; set;
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}
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public HeapType HeapType
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{
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get; set;
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}
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public HeapFlags HeapFlags
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{
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get; set;
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}
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}
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public interface IResourceAllocator : IDisposable
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{
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/// <summary>
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/// Allocates a block of memory on the GPU
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/// </summary>
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/// <param name="desc">Allocation description</param>
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/// <param name="name">Debug name of the allocation</param>
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/// <returns>An <see cref="Handle{GPUResource}"/> point to the allocated memory</returns>
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Handle<GPUResource> Allocate(ref readonly AllocationDesc desc, string name);
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/// <summary>
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/// Creates a texture resource
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/// </summary>
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/// <param name="desc">Texture description</param>
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/// <param name="name">Debug name of the resource</param>
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/// <param name="options">Additional options of the resource allocation</param>
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/// <returns>An <see cref="Handle{Texture}"/> point to the resource</returns>
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Handle<Texture> CreateTexture(ref readonly TextureDesc desc, bool tempResource = false);
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Handle<Texture> CreateTexture(ref readonly TextureDesc desc, string name, CreationOptions options = default);
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/// <summary>
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/// Creates a render Target for off-screen rendering
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/// </summary>
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/// <param name="desc">Render Target description</param>
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/// <param name="name">Debug name of the resource</param>
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/// <param name="options">Additional options of the resource allocation</param>
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/// <returns>An <see cref="Handle{Texture}"/> point to the resource</returns>
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Handle<Texture> CreateRenderTarget(ref readonly RenderTargetDesc desc, bool tempResource = false);
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Handle<Texture> CreateRenderTarget(ref readonly RenderTargetDesc desc, string name, CreationOptions options = default);
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/// <summary>
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/// Creates a buffer resource
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/// </summary>
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/// <param name="desc">Buffer description</param>
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/// <param name="name">Debug name of the resource</param>
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/// <param name="options">Additional options of the resource allocation</param>
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/// <returns>An <see cref="Handle{GraphicsBuffer}"/> point to the resource</returns>
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Handle<GraphicsBuffer> CreateBuffer(ref readonly BufferDesc desc, bool tempResource = false);
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Handle<GraphicsBuffer> CreateBuffer(ref readonly BufferDesc desc, string name, CreationOptions options = default);
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/// <summary>
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/// Creates a temporary upload buffer of the specified size in bytes.
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/// </summary>
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/// <remarks>
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/// This method has been optimized for frequent calls during frame updates. It efficiently manages memory to minimize fragmentation and overhead.
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/// </remarks>
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/// <param name="sizeInBytes">The size of the upload buffer to create, in bytes.</param>
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/// <param name="offset">The offset within the upload buffer where the allocation begins.</param>
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/// <returns>An <see cref="Handle{GraphicsBuffer}"/> pointing to the created upload buffer.</returns>
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Handle<GraphicsBuffer> CreateTempUploadBuffer(ulong sizeInBytes, out ulong offset);
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/// <summary>
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/// Creates a new sampler object using the specified sampler description.
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