Refactor render graph: modular compilation & execution

Major overhaul of render graph system for modularity and performance:
- Split compilation and execution logic into dedicated classes (Compiler, Executor, NativePassBuilder, Barriers)
- Overhauled barrier system: now uses CompiledBarrier with target state only, querying before state at execution
- Resource size/alignment now queried from D3D12 device for accurate heap allocation
- ResourceDesc now includes Type field and asserts correct union access
- Centralized D3D12 interop logic in D3D12Utility extensions
- Added RenderGraphHasher for structural graph hashing and cache invalidation
- RenderGraph class simplified to orchestrate specialized components
- ResourceAliasingManager now uses allocator for size queries
- Compilation cache now stores compiled barriers, reducing memory usage
- Improved comments, debug assertions, and removed redundant code

Result: more maintainable, efficient, and robust render graph pipeline.
This commit is contained in:
2026-01-23 18:12:52 +09:00
parent 4173ff2432
commit e11a9ebb52
14 changed files with 2797 additions and 1317 deletions

View File

@@ -7,7 +7,7 @@ using static TerraFX.Aliases.DXGI_Alias;
namespace Ghost.Graphics.D3D12.Utilities;
internal unsafe static class D3D12Utility
internal static unsafe class D3D12Utility
{
public static void SetName<T>(ref this T obj, ReadOnlySpan<char> name)
where T : unmanaged, ID3D12Object.Interface
@@ -278,6 +278,102 @@ internal unsafe static class D3D12Utility
};
}
public static D3D12_RESOURCE_FLAGS ToD3D12ResourceFlag(this TextureUsage usage)
{
var flags = D3D12_RESOURCE_FLAG_NONE;
if (usage.HasFlag(TextureUsage.RenderTarget))
{
flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
}
if (usage.HasFlag(TextureUsage.DepthStencil))
{
flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
}
if (usage.HasFlag(TextureUsage.UnorderedAccess))
{
flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
}
return flags;
}
public static D3D12_RESOURCE_DESC ToD3D12ResourceDesc(this in TextureDesc desc)
{
var dxgiFormat = desc.Format.ToDXGIFormat();
var maxDimension = Math.Max(desc.Width, Math.Max(desc.Height, desc.Slice));
var mipLevels = desc.MipLevels == 0
? (ushort)(1 + Math.Floor(Math.Log2(maxDimension)))
: (ushort)desc.MipLevels;
var resourceFlags = desc.Usage.ToD3D12ResourceFlag();
return desc.Dimension switch
{
TextureDimension.Texture2D => D3D12_RESOURCE_DESC.Tex2D(
dxgiFormat,
desc.Width,
desc.Height,
mipLevels: mipLevels,
flags: resourceFlags),
TextureDimension.Texture3D => D3D12_RESOURCE_DESC.Tex3D(
dxgiFormat,
desc.Width,
desc.Height,
(ushort)desc.Slice,
flags: resourceFlags),
TextureDimension.TextureCube => D3D12_RESOURCE_DESC.Tex2D(
dxgiFormat,
desc.Width,
desc.Height,
mipLevels: mipLevels,
arraySize: 6,
flags: resourceFlags),
TextureDimension.Texture2DArray => D3D12_RESOURCE_DESC.Tex2D(
dxgiFormat,
desc.Width,
desc.Height,
mipLevels: mipLevels,
arraySize: (ushort)desc.Slice,
flags: resourceFlags),
TextureDimension.TextureCubeArray => D3D12_RESOURCE_DESC.Tex2D(
dxgiFormat,
desc.Width,
desc.Height,
mipLevels: mipLevels,
arraySize: (ushort)(desc.Slice * 6),
flags: resourceFlags),
_ => throw new ArgumentException($"Unsupported texture dimension: {desc.Dimension}"),
};
}
public static D3D12_RESOURCE_FLAGS ToD3D12ResourceFlag(this BufferUsage usage)
{
var flags = D3D12_RESOURCE_FLAG_NONE;
if (usage.HasFlag(BufferUsage.Raw) || usage.HasFlag(BufferUsage.UnorderedAccess))
{
flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
}
return flags;
}
public static D3D12_RESOURCE_DESC ToD3D12ResourceDesc(this in BufferDesc desc)
{
var alignedSize = desc.Size;
if (desc.Usage.HasFlag(BufferUsage.Constant))
{
// D3D12 CBV size must be 256-byte aligned
alignedSize = (uint)(desc.Size + 255) & ~255u;
}
var resourceFlags = desc.Usage.ToD3D12ResourceFlag();
return D3D12_RESOURCE_DESC.Buffer(alignedSize, resourceFlags);
}
public static ResourceDesc ToResourceDesc(this D3D12_RESOURCE_DESC desc)
{
if (desc.Dimension == D3D12_RESOURCE_DIMENSION.D3D12_RESOURCE_DIMENSION_BUFFER)