Add render graph proof of concept and refactor graphics

Implemented a transient render graph system as a proof of concept, including resource aliasing, pass culling, and typed pass data. Added new project `Ghost.RenderGraph.Concept` targeting `.NET 10.0`.

Refactored graphics-related components:
- Simplified resource state transitions in `RenderingContext`.
- Improved resize handling in `GraphicsTestWindow`.
- Updated `D3D12GraphicsEngine` to streamline frame rendering.
- Enhanced `D3D12ResourceDatabase` and `D3D12SwapChain` for better resource management.

Added detailed documentation:
- `ALIASING.md` explains resource aliasing techniques.
- `API_DESIGN.md` outlines the render graph API design.

Updated solution to include the new render graph project.
This commit is contained in:
2025-12-01 22:31:17 +09:00
parent 85280c746d
commit 676f8bb74c
31 changed files with 2167 additions and 142 deletions

View File

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namespace Ghost.RenderGraph.Concept;
/// <summary>
/// Represents a physical memory allocation that can be shared by multiple transient resources
/// </summary>
internal class PhysicalResourceAllocation
{
public int AllocationId { get; }
public ulong SizeInBytes { get; }
public ulong OffsetInBytes { get; }
public string DebugName { get; }
public List<RenderGraphResourceHandle> AliasedResources { get; } = new();
public PhysicalResourceAllocation(int allocationId, ulong sizeInBytes, ulong offsetInBytes, string debugName)
{
AllocationId = allocationId;
SizeInBytes = sizeInBytes;
OffsetInBytes = offsetInBytes;
DebugName = debugName;
}
}
/// <summary>
/// Manages memory allocation and aliasing for transient resources
/// </summary>
internal class ResourceAllocator
{
private readonly List<PhysicalResourceAllocation> _allocations = new();
private int _allocationIdCounter = 0;
public IReadOnlyList<PhysicalResourceAllocation> Allocations => _allocations;
/// <summary>
/// Allocate physical memory for resources, enabling aliasing where possible
/// </summary>
public void AllocateResources(
IReadOnlyList<ResourceLifetime> resourceLifetimes,
List<RenderGraphPass> passes)
{
Console.WriteLine("\n[RG] ===== RESOURCE ALIASING ANALYSIS =====");
// Separate imported and transient resources
var transientResources = resourceLifetimes
.Where(lt => !lt.Handle.IsImported && lt.FirstUse != int.MaxValue)
.OrderBy(lt => lt.FirstUse)
.ThenByDescending(lt => GetResourceSize(lt.Handle))
.ToList();
if (!transientResources.Any())
{
Console.WriteLine("No transient resources to allocate.");
return;
}
// Track which allocation slots are occupied at each pass
var allocationSlots = new List<AllocationSlot>();
foreach (var resource in transientResources)
{
var size = GetResourceSize(resource.Handle);
var alignment = GetResourceAlignment(resource.Handle);
// Find an existing allocation slot that:
// 1. Is large enough
// 2. Has no lifetime overlap
// 3. Matches resource type (texture/buffer)
AllocationSlot? reuseSlot = null;
foreach (var slot in allocationSlots)
{
if (CanAlias(slot, resource, size, alignment))
{
reuseSlot = slot;
break;
}
}
if (reuseSlot != null)
{
// Reuse existing allocation
reuseSlot.AddResource(resource);
Console.WriteLine($"[ALIAS] '{resource.Handle.Name}' aliases with '{reuseSlot.Allocation.DebugName}' " +
$"(offset: {reuseSlot.Allocation.OffsetInBytes}, size: {size} bytes, " +
$"lifetime: [{resource.FirstUse}..{resource.LastUse}])");
}
else
{
// Create new allocation
var allocation = new PhysicalResourceAllocation(
_allocationIdCounter++,
size,
offsetInBytes: 0, // In a real implementation, this would be a heap offset
$"Physical_{resource.Handle.Type}_{_allocationIdCounter}");
var newSlot = new AllocationSlot(allocation, resource.Handle.Type);
newSlot.AddResource(resource);
allocationSlots.Add(newSlot);
Console.WriteLine($"[ALLOC] '{resource.Handle.Name}' gets new allocation '{allocation.DebugName}' " +
$"(size: {size} bytes, lifetime: [{resource.FirstUse}..{resource.LastUse}])");
}
}
_allocations.AddRange(allocationSlots.Select(s => s.Allocation));
// Print summary
Console.WriteLine($"\n[RG] Memory Statistics:");
var totalWithoutAliasing = transientResources.Sum(r => (long)GetResourceSize(r.Handle));
var totalWithAliasing = _allocations.Sum(a => (long)a.SizeInBytes);
var savedMemory = totalWithoutAliasing - totalWithAliasing;
var savingPercentage = totalWithoutAliasing > 0 ? (savedMemory * 100.0 / totalWithoutAliasing) : 0;
Console.WriteLine($" Total memory without aliasing: {FormatBytes(totalWithoutAliasing)}");
Console.WriteLine($" Total memory with aliasing: {FormatBytes(totalWithAliasing)}");
Console.WriteLine($" Memory saved: {FormatBytes(savedMemory)} ({savingPercentage:F1}%)");
Console.WriteLine($" Allocations: {_allocations.Count} physical allocations for {transientResources.Count} resources");
}
private bool CanAlias(AllocationSlot slot, ResourceLifetime resource, ulong requiredSize, ulong requiredAlignment)
{
// Must be same resource type
if (slot.ResourceType != resource.Handle.Type)
return false;
// Must be large enough
if (slot.Allocation.SizeInBytes < requiredSize)
return false;
// Check for lifetime overlap with any resource in this slot
foreach (var existingResource in slot.Resources)
{
if (LifetimesOverlap(existingResource, resource))
return false;
}
return true;
}
private bool LifetimesOverlap(ResourceLifetime a, ResourceLifetime b)
{
// Two resources overlap if their lifetimes intersect
return !(a.LastUse < b.FirstUse || b.LastUse < a.FirstUse);
}
private ulong GetResourceSize(RenderGraphResourceHandle handle)
{
return handle switch
{
RenderGraphTextureHandle texture => CalculateTextureSize(texture.Descriptor),
RenderGraphBufferHandle buffer => (ulong)buffer.Descriptor.SizeInBytes,
_ => 0
};
}
private ulong GetResourceAlignment(RenderGraphResourceHandle handle)
{
// In a real implementation, this would query D3D12_RESOURCE_ALLOCATION_INFO
return handle switch
{
RenderGraphTextureHandle => 65536, // 64KB texture alignment (typical)
RenderGraphBufferHandle => 256, // 256 byte buffer alignment
_ => 256
};
}
private ulong CalculateTextureSize(TextureDescriptor desc)
{
// Simplified size calculation
var bytesPerPixel = desc.Format switch
{
TextureFormat.RGBA8 => 4,
TextureFormat.RGBA16F => 8,
TextureFormat.RGBA32F => 16,
TextureFormat.Depth32F => 4,
TextureFormat.R32Uint => 4,
_ => 4
};
return (ulong)(desc.Width * desc.Height * bytesPerPixel);
}
private string FormatBytes(long bytes)
{
if (bytes < 1024)
return $"{bytes} B";
if (bytes < 1024 * 1024)
return $"{bytes / 1024.0:F2} KB";
return $"{bytes / (1024.0 * 1024.0):F2} MB";
}
public PhysicalResourceAllocation? GetAllocation(RenderGraphResourceHandle handle)
{
return _allocations.FirstOrDefault(a => a.AliasedResources.Any(r => r.Id == handle.Id));
}
private class AllocationSlot
{
public PhysicalResourceAllocation Allocation { get; }
public ResourceType ResourceType { get; }
public List<ResourceLifetime> Resources { get; } = new();
public AllocationSlot(PhysicalResourceAllocation allocation, ResourceType resourceType)
{
Allocation = allocation;
ResourceType = resourceType;
}
public void AddResource(ResourceLifetime resource)
{
Resources.Add(resource);
Allocation.AliasedResources.Add(resource.Handle);
}
}
}