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/README.md
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Ghost.RenderGraph.Concept/README.md
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# GhostEngine Render Graph
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A high-performance, transient render graph implementation for GhostEngine, inspired by Unity, Unreal, and other AAA engines.
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## Features
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✅ **Transient Architecture** - Graph rebuilds every frame for maximum flexibility
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✅ **Minimal GC** - Only ~571 bytes allocated per frame (after warmup)
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✅ **Automatic Pass Culling** - Unused passes are automatically removed
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✅ **Resource Tracking** - Automatic resource lifetime management
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✅ **Blackboard Pattern** - Share data between passes easily
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✅ **Async Compute Support** - Mark passes for async execution
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✅ **Type-Safe API** - Strongly-typed pass data
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## Performance
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```
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Per iteration time: 2,292 ns (~2.3 microseconds)
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GC allocated: 571 bytes per iteration (after warmup)
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```
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Tested with a complex graph containing:
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- 13 render passes (GBuffer, Lighting, SSAO, Bloom, TAA, Post-processing)
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- 15+ transient textures
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- Multiple read/write dependencies
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- Blackboard data sharing
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- Pass culling optimization
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## Quick Start
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```csharp
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var renderGraph = new RenderGraph();
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// Each frame:
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renderGraph.Reset();
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// Import external resources
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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 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 resource usage
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gbufferData.Albedo = builder.WriteTexture(albedo);
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// Set the 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 with other passes
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renderGraph.Blackboard.Add(gbufferData);
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// Read from blackboard in another pass
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using (var builder = renderGraph.AddRenderPass<LightingData>("Lighting", out var lightingData))
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{
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var gbuffer = renderGraph.Blackboard.Get<GBufferData>();
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lightingData.Albedo = builder.ReadTexture(gbuffer.Albedo);
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// ... rest of pass setup
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}
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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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## API Reference
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### RenderGraph
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**`void Reset()`**
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Clears the graph for a new frame. Reuses allocations to minimize GC.
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**`RenderGraphTextureHandle ImportTexture(string name, TextureDescriptor desc)`**
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Imports an external texture (like the backbuffer) into the graph.
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**`RenderGraphBuilder AddRenderPass<TPassData>(string name, out TPassData data)`**
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Adds a new render pass. Returns a builder for configuring the pass.
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**`void Compile()`**
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Analyzes dependencies and culls unused passes.
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**`void Execute()`**
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Executes all compiled (non-culled) passes.
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**`RenderGraphBlackboard Blackboard { get; }`**
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Access the blackboard for sharing data between passes.
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### RenderGraphBuilder
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**`RenderGraphTextureHandle CreateTexture(TextureDescriptor desc)`**
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Creates a transient texture that only lives during this pass.
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**`RenderGraphTextureHandle ReadTexture(RenderGraphTextureHandle handle)`**
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Marks a texture as read by this pass.
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**`RenderGraphTextureHandle WriteTexture(RenderGraphTextureHandle handle)`**
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Marks a texture as written by this pass.
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**`RenderGraphTextureHandle UseDepthBuffer(RenderGraphTextureHandle handle, bool writeAccess)`**
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Sets up depth buffer usage for this pass.
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**`void SetRenderFunc<TPassData>(Action<TPassData, RasterRenderContext> func)`**
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Sets the raster render function for this pass.
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**`void SetComputeFunc<TPassData>(Action<TPassData, ComputeRenderContext> func, bool asyncCompute = false)`**
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Sets the compute function for this pass. Optionally mark as async.
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**`void SetAllowCulling(bool allow)`**
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Controls whether this pass can be culled if its outputs are unused.
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### RenderGraphBlackboard
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**`void Add<T>(T data) where T : class, IPassData`**
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Stores pass data in the blackboard.
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**`T Get<T>() where T : class, IPassData`**
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Retrieves pass data from the blackboard.
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**`bool TryGet<T>(out T data) where T : class, IPassData`**
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Attempts to retrieve pass data from the blackboard.
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## Architecture
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The render graph uses several key patterns to achieve minimal GC:
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1. **Object Pooling** - All passes and data structures are pooled and reused
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2. **Collection Reuse** - Lists are cleared instead of reallocated
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3. **Pre-allocation** - Capacity is pre-allocated based on expected usage
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4. **Avoid LINQ** - Explicit loops instead of LINQ for zero allocation
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5. **Struct Handles** - Resource handles are lightweight value types
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### Pass Culling
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The graph automatically removes unused passes:
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1. Passes that write to imported resources have side effects (never culled)
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2. All other passes are initially marked as culled
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3. Dependencies of non-culled passes are recursively un-culled
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4. Only passes contributing to the final output remain
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This means you can freely add debug/visualization passes - they'll be automatically removed if unused.
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## Building
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```bash
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dotnet build Ghost.RenderGraph.Concept/Ghost.RenderGraph.Concept.csproj -c Release
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```
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## Running Tests
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```bash
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dotnet run --project Ghost.RenderGraph.Concept/Ghost.RenderGraph.Concept.csproj -c Release
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```
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This runs 500 warmup iterations, then measures 500 more to determine average performance.
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## Implementation Notes
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See [IMPLEMENTATION_NOTES.md](IMPLEMENTATION_NOTES.md) for detailed architecture documentation.
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## Limitations
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- **Single-threaded** - Not thread-safe, designed for render thread only
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- **No GPU resource pooling** - Currently uses mock command buffers
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- **No render pass merging** - Compatible passes could be merged for better performance on tile-based GPUs
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- **No resource aliasing** - Could reuse memory for non-overlapping resource lifetimes
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## Future Enhancements
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- [ ] Resource aliasing for memory efficiency
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- [ ] Native render pass merging (for tile-based GPUs)
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- [ ] GPU resource pooling
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- [ ] Async/await support in render functions
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- [ ] Memory budgeting and OOM protection
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- [ ] Debug visualization (like Unity's Render Graph Viewer)
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- [ ] Multi-threaded pass recording
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- [ ] Graph caching across similar frames
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## License
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Part of GhostEngine. See repository root for license information.
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## References
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- Unity Render Graph: https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@latest
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- Unreal RDG: https://docs.unrealengine.com/5.0/en-US/render-dependency-graph-in-unreal-engine/
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- Frostbite Frame Graph: https://www.gdcvault.com/play/1024612/FrameGraph-Extensible-Rendering-Architecture-in
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