forked from Misaki/GhostEngine
Refactor folder structure
This commit is contained in:
@@ -0,0 +1,316 @@
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using Ghost.Core;
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using Ghost.Graphics.RHI;
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using System.Diagnostics;
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namespace Ghost.Graphics.RenderGraphModule;
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[Flags]
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public enum AccessFlags : byte
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{
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None = 0,
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Read = 1 << 0,
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Write = 1 << 1,
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Discard = 1 << 2,
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WriteAll = Write | Discard,
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ReadWrite = Read | Write,
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}
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public interface IRenderGraphBuilder : IDisposable
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{
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/// <summary>
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/// Enables or disables pass culling for the current context.
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/// </summary>
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/// <param name="value">A value indicating whether pass culling is allowed.</param>
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void AllowPassCulling(bool value);
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/// <summary>
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/// Creates a new texture resource based on the specified desc.
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/// </summary>
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/// <param name="desc">A structure that defines the properties and configuration of the texture to create.</param>
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/// <param name="name">The name of the texture resource.</param>
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/// <returns>An identifier for the newly created texture resource.</returns>
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Identifier<RGTexture> CreateTexture(in RGTextureDesc desc, string name);
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/// <summary>
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/// Creates a new buffer resource based on the specified desc.
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/// </summary>
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/// <param name="desc">A structure that defines the properties and configuration of the buffer to create.</param>
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/// <param name="name">The name of the buffer resource.</param>
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/// <returns>An identifier for the newly created buffer resource.</returns>
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Identifier<RGBuffer> CreateBuffer(in BufferDesc desc, string name);
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/// <summary>
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/// Registers the specified texture for use in the current render graph pass with the given access mode.
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/// </summary>
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/// <param name="texture">The identifier of the texture to be used in the render graph pass.</param>
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/// <param name="accessMode">The access mode specifying how the texture will be read or written during the pass.</param>
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/// <returns>An identifier for the texture.</returns>
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Identifier<RGTexture> UseTexture(Identifier<RGTexture> texture, AccessFlags accessMode);
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/// <summary>
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/// Registers the specified buffer for use in the current render graph pass with the given access mode.
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/// </summary>
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/// <param name="buffer">The identifier of the buffer to be used in the render graph pass.</param>
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/// <param name="accessMode">The access mode specifying how the buffer will be read or written during the pass.</param>
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/// <param name="hint">Optional hint about how the buffer will be used.</param>
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/// <returns>An identifier for the buffer.</returns>
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Identifier<RGBuffer> UseBuffer(Identifier<RGBuffer> buffer, AccessFlags accessMode);
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}
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public interface IRasterRenderGraphBuilder : IRenderGraphBuilder
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{
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/// <summary>
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/// Binds a texture for random access operations within the current rendering pass.
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/// </summary>
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/// <param name="texture">The identifier of the texture to be used for random access.</param>
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/// <returns>An identifier for the texture.</returns>
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Identifier<RGTexture> UseRandomAccessTexture(Identifier<RGTexture> texture);
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/// <summary>
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/// Specifies that the given buffer will be used for random access operations with the specified access mode within the current context.
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/// </summary>
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/// <param name="buffer">An identifier for the buffer to be used for random access. Must reference a valid buffer resource.</param>
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/// <returns>An identifier for the buffer.</returns>
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Identifier<RGBuffer> UseRandomAccessBuffer(Identifier<RGBuffer> buffer);
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/// <summary>
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/// Sets the color attachment at the specified index to the given texture.
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/// </summary>
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/// <param name="texture">The identifier of the texture to use as the color attachment.</param>
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/// <param name="index">The zero-based index of the color attachment to set.</param>
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/// <param name="flags">Access flags. Default is Write (assumes partial update). Use WriteAll for fullscreen passes.</param>
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void SetColorAttachment(Identifier<RGTexture> texture, int index, AccessFlags flags = AccessFlags.Write);
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/// <summary>
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/// Sets the depth attachment for the current render pass using the specified texture.
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/// </summary>
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/// <param name="texture">The identifier of the texture to use as the depth attachment. Cannot be null.</param>
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/// <param name="flags">Access flags. Default is ReadWrite (assumes partial update). Use WriteAll for fullscreen passes.</param>
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void SetDepthAttachment(Identifier<RGTexture> texture, AccessFlags flags = AccessFlags.ReadWrite);
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/// <summary>
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/// Sets the function used to render a pass with the specified pass data and render context.
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/// </summary>
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/// <typeparam name="TPassData">The type of data associated with the render pass.</typeparam>
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/// <param name="renderFunc">The delegate that defines the rendering logic for the pass.</param>
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void SetRenderFunc<TPassData>(Action<TPassData, IRasterRenderContext> renderFunc)
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where TPassData : class, new();
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}
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public interface IComputeRenderGraphBuilder : IRenderGraphBuilder
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{
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/// <summary>
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/// Enables or disables asynchronous compute operations.
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/// </summary>
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/// <param name="value">true to enable asynchronous compute; otherwise, false.</param>
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void EnableAsyncCompute(bool value);
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/// <summary>
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/// Sets the render function to be invoked during the compute rendering process.
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/// </summary>
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/// <typeparam name="TPassData">The type of the data object passed to the render function.</typeparam>
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/// <param name="renderFunc">The delegate that defines the rendering logic to execute.</param>
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void SetRenderFunc<TPassData>(Action<TPassData, IComputeRenderContext> renderFunc)
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where TPassData : class, new();
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}
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public interface IUnsafeRenderGraphBuilder : IRenderGraphBuilder
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{
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/// <summary>
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/// Binds a texture for random access operations within the current rendering pass.
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/// </summary>
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/// <param name="texture">The identifier of the texture to be used for random access.</param>
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/// <returns>An identifier for the texture.</returns>
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Identifier<RGTexture> UseRandomAccessTexture(Identifier<RGTexture> texture);
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/// <summary>
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/// Specifies that the given buffer will be used for random access operations with the specified access mode within the current context.
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/// </summary>
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/// <param name="buffer">An identifier for the buffer to be used for random access. Must reference a valid buffer resource.</param>
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/// <returns>An identifier for the buffer.</returns>
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Identifier<RGBuffer> UseRandomAccessBuffer(Identifier<RGBuffer> buffer);
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/// <summary>
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/// Sets the function used to render a pass with the specified pass data and render context.
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/// </summary>
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/// <typeparam name="TPassData">The type of data associated with the render pass.</typeparam>
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/// <param name="renderFunc">The delegate that defines the rendering logic for the pass.</param>
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void SetRenderFunc<TPassData>(Action<TPassData, IUnsafeRenderContext> renderFunc)
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where TPassData : class, new();
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}
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internal class RenderGraphBuilder : IRasterRenderGraphBuilder, IComputeRenderGraphBuilder, IUnsafeRenderGraphBuilder
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{
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private RenderGraph _graph = null!;
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private RenderGraphPassBase _pass = null!;
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private RenderGraphResourceRegistry _resources = null!;
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private bool _disposed;
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internal void Init(RenderGraph graph, RenderGraphPassBase pass, RenderGraphResourceRegistry resources)
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{
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_graph = graph;
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_pass = pass;
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_resources = resources;
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_disposed = false;
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}
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private void ThrowIfDisposed()
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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}
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private Identifier<RGResource> UseResource(Identifier<RGResource> resource, AccessFlags accessFlags, RenderGraphResourceType type)
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{
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if (accessFlags.HasFlag(AccessFlags.Read))
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{
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_pass.resourceReads[(int)type].Add(resource);
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_resources.AddConsumer(resource, _pass.index);
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}
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if (accessFlags.HasFlag(AccessFlags.Write))
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{
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_pass.resourceWrites[(int)type].Add(resource);
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_resources.SetProducer(resource, _pass.index);
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}
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return resource;
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}
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public void AllowPassCulling(bool value)
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{
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_pass.allowCulling = value;
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}
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public void EnableAsyncCompute(bool value)
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{
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_pass.asyncCompute = value;
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}
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public Identifier<RGTexture> CreateTexture(in RGTextureDesc desc, string name)
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{
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ThrowIfDisposed();
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var handle = _resources.CreateTexture(in desc, name);
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_pass.resourceCreates[(int)RenderGraphResourceType.Texture].Add(handle.AsResource());
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_resources.SetProducer(handle.AsResource(), _pass.index);
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return handle;
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}
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public Identifier<RGBuffer> CreateBuffer(in BufferDesc desc, string name)
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{
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ThrowIfDisposed();
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var handle = _resources.CreateBuffer(in desc, name);
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_pass.resourceCreates[(int)RenderGraphResourceType.Buffer].Add(handle.AsResource());
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_resources.SetProducer(handle.AsResource(), _pass.index);
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return handle;
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}
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public Identifier<RGTexture> UseTexture(Identifier<RGTexture> texture, AccessFlags flags)
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{
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ThrowIfDisposed();
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return UseResource(texture.AsResource(), flags, RenderGraphResourceType.Texture).AsTexture();
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}
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public Identifier<RGBuffer> UseBuffer(Identifier<RGBuffer> buffer, AccessFlags flags)
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{
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ThrowIfDisposed();
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return UseResource(buffer.AsResource(), flags, RenderGraphResourceType.Buffer).AsBuffer();
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}
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public Identifier<RGTexture> UseRandomAccessTexture(Identifier<RGTexture> texture)
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{
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ThrowIfDisposed();
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var resource = texture.AsResource();
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UseResource(resource, AccessFlags.ReadWrite, RenderGraphResourceType.Texture);
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_pass.randomAccess.Add(resource);
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return texture;
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}
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public Identifier<RGBuffer> UseRandomAccessBuffer(Identifier<RGBuffer> buffer)
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{
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ThrowIfDisposed();
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var resource = buffer.AsResource();
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UseResource(resource, AccessFlags.ReadWrite, RenderGraphResourceType.Buffer);
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_pass.randomAccess.Add(resource);
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return buffer;
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}
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public void SetColorAttachment(Identifier<RGTexture> texture, int index, AccessFlags flags = AccessFlags.Write)
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{
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ThrowIfDisposed();
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Debug.Assert(index >= 0 && index < _pass.colorAccess.Length, "Color attachment index out of range.");
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var id = UseTexture(texture, flags);
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if (_pass.colorAccess[index].id == id || _pass.colorAccess[index].id.IsInvalid)
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{
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_pass.maxColorIndex = Math.Max(_pass.maxColorIndex, index);
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var usage = new ResourceBarrierData(BarrierLayout.RenderTarget, BarrierAccess.RenderTarget, BarrierSync.RenderTarget);
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_pass.colorAccess[index] = new TextureAccess(id, flags, usage);
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}
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else
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{
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throw new InvalidOperationException($"Color attachment at index {index} is already set to a different texture.");
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}
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}
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public void SetDepthAttachment(Identifier<RGTexture> texture, AccessFlags flags = AccessFlags.ReadWrite)
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{
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ThrowIfDisposed();
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var id = UseTexture(texture, flags);
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if (_pass.depthAccess.id == id || _pass.depthAccess.id.IsInvalid)
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{
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var layout = flags.HasFlag(AccessFlags.Write) ? BarrierLayout.DepthStencilWrite : BarrierLayout.DepthStencilRead;
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var access = flags.HasFlag(AccessFlags.Write) ? BarrierAccess.DepthStencilWrite : BarrierAccess.DepthStencilRead;
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var sync = BarrierSync.DepthStencil;
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var usage = new ResourceBarrierData(layout, access, sync);
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_pass.depthAccess = new TextureAccess(id, flags, usage);
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}
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else
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{
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throw new InvalidOperationException("Depth attachment is already set to a different texture.");
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}
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}
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public void SetRenderFunc<TPassData>(Action<TPassData, IRasterRenderContext> renderFunc)
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where TPassData : class, new()
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{
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((RasterRenderGraphPass<TPassData>)_pass).renderFunc = renderFunc;
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}
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public void SetRenderFunc<TPassData>(Action<TPassData, IComputeRenderContext> renderFunc)
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where TPassData : class, new()
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{
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((ComputeRenderGraphPass<TPassData>)_pass).renderFunc = renderFunc;
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}
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public void SetRenderFunc<TPassData>(Action<TPassData, IUnsafeRenderContext> renderFunc)
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where TPassData : class, new()
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{
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((UnsafeRenderGraphPass<TPassData>)_pass).renderFunc = renderFunc;
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}
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public void Dispose()
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{
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if (_disposed)
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{
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return;
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}
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if (!_pass.HasRenderFunc())
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{
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throw new InvalidOperationException("RenderGraphBuilder must be disposed after setting up the render function.");
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}
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_graph = null!;
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_pass = null!;
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_resources = null!;
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_disposed = true;
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}
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}
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