using Ghost.Core;
using Misaki.HighPerformance.Buffer;
namespace Ghost.RenderGraph.Concept;
///
/// Object pool for reusing allocated objects across frames.
/// This is key to minimizing GC allocations after the first frame.
///
internal sealed class RenderGraphObjectPool
{
private static readonly List s_allocatedPools = new();
private class SharedObjectPoolBase
{
public SharedObjectPoolBase() { }
public virtual void Clear() { }
}
private class SharedObjectPool : SharedObjectPoolBase where T : class, new()
{
private static readonly ObjectPool s_pool = AllocatePool();
private static ObjectPool AllocatePool()
{
var newPool = new ObjectPool(() => new T(), null);
// Storing instance to clear the static pool of the same type if needed
s_allocatedPools.Add(new SharedObjectPool());
return newPool;
}
///
/// Clear the pool using SharedObjectPool instance.
///
///
public override void Clear()
{
s_pool.Reset();
}
///
/// Rent a new instance from the pool.
///
///
// FIX: ObjectPool.Rent() has a critical bug that it will put the newly created object into the pool directly and give out the same instance again.
// This will cause multiple renters to get the same instance.
public static T Rent() => s_pool.Rent();
///
/// Return an object to the pool.
///
/// instance to release.
public static void Return(T toRelease) => s_pool.Return(toRelease);
}
public T Rent()
where T : class, new()
{
return SharedObjectPool.Rent();
}
public void Return(T obj)
where T : class, new()
{
SharedObjectPool.Return(obj);
}
public void Clear()
{
for (var i = 0; i < s_allocatedPools.Count; i++)
{
s_allocatedPools[i].Clear();
}
}
}
///
/// Represents a texture resource in the render graph.
///
internal sealed class RenderGraphResource
{
public RenderGraphResourceType type;
public int index;
public TextureDescriptor descriptor;
public bool isImported;
public int firstUsePass = -1;
public int lastUsePass = -1;
public int producerPass = -1;
public List consumerPasses = new(4);
public int refCount;
public void Reset()
{
index = -1;
descriptor = default;
isImported = false;
firstUsePass = -1;
lastUsePass = -1;
producerPass = -1;
consumerPasses.Clear();
refCount = 0;
}
}
///
/// Registry for managing all resources in the render graph.
/// Uses pooling to minimize allocations after the first frame.
///
internal sealed class RenderGraphResourceRegistry
{
private readonly List _resources = new(64);
private readonly RenderGraphObjectPool _pool = new();
public int TextureResourceCount => _resources.Count;
public void BeginFrame()
{
for (var i = 0; i < _resources.Count; i++)
{
_pool.Return(_resources[i]);
}
_resources.Clear();
}
public Identifier ImportTexture(TextureDescriptor descriptor)
{
var resource = _pool.Rent();
resource.type = RenderGraphResourceType.Texture;
resource.index = _resources.Count;
resource.descriptor = descriptor;
resource.isImported = true;
_resources.Add(resource);
return new Identifier(resource.index);
}
public Identifier CreateTexture(TextureDescriptor descriptor)
{
var resource = _pool.Rent();
resource.type = RenderGraphResourceType.Texture;
resource.index = _resources.Count;
resource.descriptor = descriptor;
resource.isImported = false;
_resources.Add(resource);
return new Identifier(resource.index);
}
public RenderGraphResource GetResource(Identifier resource)
{
return _resources[resource.Value];
}
public RenderGraphResource GetTextureResourceByIndex(int index)
{
return _resources[index];
}
public void SetProducer(Identifier resourceID, int passIndex)
{
var resource = GetResource(resourceID);
resource.producerPass = passIndex;
if (resource.firstUsePass < 0)
{
resource.firstUsePass = passIndex;
}
}
public void AddConsumer(Identifier resourceID, int passIndex)
{
var resource = GetResource(resourceID);
resource.consumerPasses.Add(passIndex);
resource.lastUsePass = passIndex;
if (resource.firstUsePass < 0)
{
resource.firstUsePass = passIndex;
}
}
}