Files
GhostEngine/Ghost.Entities/EntityQuery.JobChunk.cs
Misaki 92b966fe0d Render graph integration and resource management refactor
Introduces a full-featured render graph system with pass culling, resource aliasing, and automatic barrier generation. Refactors resource and barrier APIs, improves error handling, and unifies result types. Renderer and render passes now use the new graph-based workflow. Updates shader includes, adds a blit shader, and improves HLSL parsing. Removes dynamic descriptor heaps in favor of persistent ones. Project file now includes the render graph module. Lays the foundation for advanced rendering features and improved memory efficiency.
2026-01-21 18:32:03 +09:00

97 lines
2.4 KiB
C#

using Ghost.Core;
using Misaki.HighPerformance.Jobs;
using Misaki.HighPerformance.LowLevel.Collections;
using System.Runtime.CompilerServices;
namespace Ghost.Entities;
public interface IJobChunk
{
void Execute(ChunkView view, int threadIndex);
}
internal unsafe struct ChunkInfo
{
public Chunk* pChunk;
public Archetype* pArchetype;
}
internal unsafe struct JobChunkBatch<TJob> : IJobParallelFor
where TJob : unmanaged, IJobChunk
{
public TJob userJob;
public ReadOnlyUnsafeCollection<ChunkInfo> chunkInfos;
public void Execute(int loopIndex, int threadIndex)
{
var info = chunkInfos[loopIndex];
var view = new ChunkView(in *info.pArchetype, in *info.pChunk);
userJob.Execute(view, threadIndex);
}
}
internal struct DisposeJobChunk : IJob
{
public UnsafeList<ChunkInfo> list;
public void Execute(int threadIndex)
{
list.Dispose();
}
}
public unsafe partial struct EntityQuery
{
public JobHandle ScheduleChunkParallel<TJob>(TJob job, int batchSize, JobHandle dependency)
where TJob : unmanaged, IJobChunk
{
var world = World.GetWorld(_worldID);
if (world is null)
{
return JobHandle.Invalid;
}
if (world.JobScheduler == null)
{
throw new InvalidOperationException("The World has no JobScheduler assigned.");
}
var chunkInfos = new UnsafeList<ChunkInfo>(_matchingArchetypes.Count * 2, JobScheduler.TempAllocatorHandle);
foreach (var archID in _matchingArchetypes)
{
ref var arch = ref world.ComponentManager.GetArchetypeReference(archID);
for (int i = 0; i < arch.ChunkCount; i++)
{
var pChunk = (Chunk*)arch._chunks.GetUnsafePtr() + i;
chunkInfos.Add(new ChunkInfo
{
pArchetype = (Archetype*)Unsafe.AsPointer(ref arch),
pChunk = pChunk
});
}
}
var batchJob = new JobChunkBatch<TJob>
{
userJob = job,
chunkInfos = chunkInfos.AsReadOnly()
};
var handle = world.JobScheduler.ScheduleParallel(ref batchJob, chunkInfos.Count, batchSize, dependency);
var disposeJob = new DisposeJobChunk
{
list = chunkInfos
};
world.JobScheduler.Schedule(ref disposeJob, handle);
return handle;
}
}