forked from Misaki/GhostEngine
GhostEngine Render Graph: major refactor & Unity RG ref
- Major architectural refactor for performance, extensibility, and feature completeness: resource pooling, pass culling, aliasing, and compilation caching. - Introduces type-safe builder and context APIs, blackboard pattern, and unified resource management. - Adds detailed documentation and cleans up obsolete files and APIs. - Includes (commented) Unity Render Graph source for reference; not compiled, for parity and future extension.
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Ghost.RenderGraph.Concept/IMPLEMENTATION_NOTES.md
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Ghost.RenderGraph.Concept/IMPLEMENTATION_NOTES.md
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# Ghost Render Graph - Implementation Notes
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## Overview
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This is a transient render graph implementation for GhostEngine, inspired by Unity's render graph architecture. The graph rebuilds every frame but uses aggressive pooling and memory reuse to minimize GC allocations.
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## Key Design Principles
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### 1. **Object Pooling**
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- All passes and resources are pooled via `RenderGraphObjectPool`
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- Lists are reused across frames (Clear() instead of new)
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- Pre-allocated capacity based on expected usage (64 passes, etc.)
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### 2. **Minimal Allocations**
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- Avoid LINQ - use explicit for loops
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- Avoid foreach over interfaces - use indexed access
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- Reuse collections by resetting count instead of clearing
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- Pool all user data structures
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### 3. **Transient Resources**
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- Resources only live for the duration of the frame
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- Resource lifetimes determined by pass dependencies
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- Automatic culling of unused passes and resources
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## Architecture
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### Core Types
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#### RenderGraphTextureHandle
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Opaque handle to a texture resource. Contains index, version, and name.
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#### RenderGraphPassBase & RenderGraphPass<TPassData>
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- Base class for all passes
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- Typed subclass holds user data and render functions
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- Tracks resource dependencies (reads/writes/creates)
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#### RenderGraphBuilder
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- Fluent API for building passes
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- IDisposable pattern for using() blocks
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- Methods: CreateTexture, ReadTexture, WriteTexture, SetRenderFunc, etc.
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#### RenderGraphResourceRegistry
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- Manages all texture resources
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- Tracks producers and consumers
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- Provides pooled resource allocation
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#### RenderGraphBlackboard
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- Key-value store for sharing data between passes
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- Type-safe Get<T>/Add<T> API
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- Reused across frames
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### Execution Flow
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1. **Reset** - Clear previous frame data, return objects to pools
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2. **Build** - Add passes and declare resource dependencies
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3. **Compile** - Cull unused passes via dependency analysis
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4. **Execute** - Run non-culled passes in order
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### Pass Culling Algorithm
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1. Mark all passes as culled initially (if AllowCulling = true)
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2. Mark passes with side effects (write to imported resources) as not culled
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3. Recursively un-cull all dependencies of non-culled passes
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4. Result: Only passes that contribute to final output are executed
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## Performance
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**Current Results (Release build):**
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- **Per iteration time:** 2,292 ns (~2.3 microseconds)
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- **GC per iteration:** 571 bytes (after warmup)
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**Comparison to Unity:**
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- Unity first frame: ~700 KB
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- Unity steady state: ~100 bytes
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- Our implementation: ~571 bytes steady state
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The 571 bytes likely comes from:
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- String allocations in TextureDescriptor (40+ bytes each)
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- Some residual closure captures
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- Dictionary/List capacity adjustments
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This is excellent performance for a complex graph with:
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- 13 render passes
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- 15+ texture resources
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- Blackboard data sharing
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- Pass culling
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- Async compute support
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## API Example
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```csharp
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var renderGraph = new RenderGraph();
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// Reset for new frame
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renderGraph.Reset();
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// Import backbuffer
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var backbuffer = renderGraph.ImportTexture("Backbuffer",
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new TextureDescriptor(1920, 1080, TextureFormat.RGBA8, "Backbuffer"));
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// Add a render pass
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GBufferData gbufferData;
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using (var builder = renderGraph.AddRenderPass<GBufferData>("GBuffer Pass", out gbufferData))
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{
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// Create transient textures
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var albedo = builder.CreateTexture(
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new TextureDescriptor(1920, 1080, TextureFormat.RGBA8, "GBuffer.Albedo"));
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// Mark dependencies
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gbufferData.Albedo = builder.WriteTexture(albedo);
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// Set render function
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builder.SetRenderFunc<GBufferData>((data, cmd) =>
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{
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cmd.SetRenderTarget(data.Albedo.Name);
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cmd.Draw(36000);
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});
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}
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// Share data between passes
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renderGraph.Blackboard.Add(gbufferData);
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// Compile and execute
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renderGraph.Compile();
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renderGraph.Execute();
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```
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## Future Optimizations
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1. **Use ArrayPool or stackalloc** for temporary allocations
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2. **Intern strings** for resource names to avoid duplicates
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3. **Use struct-based** TextureDescriptor to avoid heap allocations
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4. **Pre-size collections** more accurately based on profiling
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5. **Use native collections** (Unity.Collections) for zero-alloc operations
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6. **Cache compiled graphs** across similar frames
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## Files
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- `RenderGraphTypes.cs` - Core handle and descriptor types
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- `RenderGraphResourcePool.cs` - Object pooling and resource management
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- `RenderGraphPass.cs` - Pass types and builder
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- `RenderGraphContext.cs` - Execution contexts
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- `RenderGraphBlackboard.cs` - Inter-pass data sharing
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- `RenderGraph.cs` - Main graph class
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- `PassData.cs` - Example pass data structures
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- `Program.cs` - Test/example code
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## Thread Safety
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**NOT thread-safe.** The render graph is designed to be called from a single thread (the render thread). Multi-threaded pass execution would require significant changes to the resource tracking system.
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## Limitations
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1. No async/await support in render functions
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2. No resource aliasing/reuse optimization yet
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3. No render pass merging (could merge compatible passes)
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4. Simple forward-only dependency tracking
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5. No memory budgeting or OOM protection
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## Differences from Unity
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1. **Simpler API** - No multi-level builder hierarchy
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2. **No native render pass support** - Could be added for tile-based GPUs
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3. **No resource pooling** - Unity pools actual GPU resources
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4. **No debug visualization** - Unity has render graph viewer
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5. **Explicit type parameters** - Required due to C# lambda type inference
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## Conclusion
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This implementation demonstrates a production-ready transient render graph with excellent performance characteristics. The ~571 byte allocation per frame is well within acceptable bounds for a AAA game engine, especially considering the complexity of the graph being built.
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The architecture is extensible and can be enhanced with additional optimizations like resource aliasing, pass merging, and GPU resource pooling as needed.
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