Files
GhostEngine/src/Runtime/Ghost.Graphics/ResourceManager.cs
Misaki 162b71f309 Refactor render graph error handling and resource APIs
- RenderGraph.Compile/Execute now return Error for better failure detection; error handling is propagated throughout compiler and executor.
- Renamed ScheduleReleaseResource to ReleaseResource for clarity; updated all usages.
- ResourceManager now calls ReleaseResource directly on Mesh, Material, and Shader types.
- Camera exposes Actual/Virtual size properties and Render returns Error.
- RenderingContext now uses IResourceManager for mesh/resource ops.
- Replaced custom BinaryWriter with BufferWriter in RenderGraphHasher.
- Improved variable naming, interface signatures, and code formatting.
- Added Error extension for IsSuccess/IsFailure.
- Minor FMOD/native interop and test code cleanups.
- No breaking API changes except for new Error return values on some methods.
2026-02-25 19:08:54 +09:00

323 lines
12 KiB
C#

using Ghost.Core;
using Ghost.Core.Graphics;
using Ghost.Graphics.Core;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
namespace Ghost.Graphics;
public interface IResourceManager
{
IResourceAllocator ResourceAllocator
{
get;
}
IResourceDatabase ResourceDatabase
{
get;
}
/// <summary>
/// Creates a new mesh from the specified vertex and index data.
/// </summary>
/// <param name="vertices">A UnsafeList containing the vertices that define the geometry of the mesh. Must contain at least one vertex.</param>
/// <param name="indices">A UnsafeList containing the indices that specify how vertices are connected to form primitives. Must contain at least one index.</param>
/// <returns>An <see cref="Identifier{Mesh}"/> representing the newly created mesh.</returns>
Handle<Mesh> CreateMesh(UnsafeList<Vertex> vertices, UnsafeList<uint> indices);
/// <summary>
/// Creates a new material instance using the specified shader.
/// </summary>
/// <param name="shader">The identifier of the shader to associate with the new material.</param>
/// <returns>An <see cref="Identifier{Material}"/> representing the newly created material.</returns>
Handle<Material> CreateMaterial(Identifier<Shader> shader);
/// <summary>
/// Creates a new shader and returns its unique identifier.
/// </summary>
/// <returns>An <see cref="Identifier{Shader}"/> representing the newly created shader.</returns>
/// <param name="descriptor">The viewGroup containing the shader's properties and passes.</param>
Identifier<Shader> CreateGraphicsShader(ShaderDescriptor descriptor);
/// <summary>
/// Determines whether a mesh with the specified Handle exists.
/// </summary>
/// <param name="handle">The handle of the mesh to check for existence. Cannot be null.</param>
/// <returns>true if a mesh with the specified Handle exists; otherwise, false.</returns>
bool HasMesh(Handle<Mesh> handle);
/// <summary>
/// Returns a reference to the mesh associated with the specified handle.
/// </summary>
/// <param name="handle">The handle of the mesh to retrieve. Must refer to a valid mesh; otherwise, the behavior is undefined.</param>
/// <returns>A result containing a reference to the mesh corresponding to the specified handle, or an error status if the handle is invalid.</returns>
RefResult<Mesh, Error> GetMeshReference(Handle<Mesh> handle);
/// <summary>
/// Releases the mesh resource associated with the specified handle, freeing any resources held by it. Includes both CPU and GPU resources.
/// </summary>
/// <param name="handle">The handle of the mesh to release. Must refer to a mesh that was previously created and not already released.</param>
void ReleaseMesh(Handle<Mesh> handle);
/// <summary>
/// Determines whether a material with the specified handle exists in the collection.
/// </summary>
/// <param name="handle">The handle of the material to check for existence.</param>
/// <returns>true if a material with the specified handle exists; otherwise, false.</returns>
bool HasMaterial(Handle<Material> handle);
/// <summary>
/// Gets a reference to the material associated with the specified handle.
/// </summary>
/// <param name="handle">The handle of the material to retrieve. Must refer to a valid material.</param>
/// <returns>A result containing a reference to the material corresponding to the specified handle, or an error status if the handle is invalid.</returns>
RefResult<Material, Error> GetMaterialReference(Handle<Material> handle);
/// <summary>
/// Releases the material associated with the specified handle, making it available for reuse or disposal.
/// </summary>
/// <param name="handle">The handle of the material to release. Must refer to a material that has been previously acquired.</param>
void ReleaseMaterial(Handle<Material> handle);
/// <summary>
/// Determines whether a shader with the specified identifier exists in the collection.
/// </summary>
/// <param name="id">The identifier of the shader to check for existence.</param>
/// <returns>true if a shader with the specified identifier exists; otherwise, false.</returns>
bool HasShader(Identifier<Shader> id);
/// <summary>
/// Returns a reference to the shader associated with the specified identifier.
/// </summary>
/// <param name="id">The identifier of the shader to retrieve. Must refer to a valid shader.</param>
/// <returns>A result containing a reference to the shader corresponding to the specified identifier, or an error status if the identifier is invalid.</returns>
RefResult<Shader, Error> GetShaderReference(Identifier<Shader> id);
/// <summary>
/// Releases the shader associated with the specified identifier, freeing any resources allocated to it.
/// </summary>
/// <param name="id">The identifier of the shader to release. Must refer to a valid, previously created shader.</param>
void ReleaseShader(Identifier<Shader> id);
}
internal sealed class ResourceManager : IResourceManager, IDisposable
{
private readonly IResourceAllocator _resourceAllocator;
private readonly IResourceDatabase _resourceDatabase;
private UnsafeSlotMap<Mesh> _meshes;
private UnsafeSlotMap<Material> _materials;
private UnsafeList<Shader> _shaders; // TODO: Use SlotMap?
private bool _disposed;
public IResourceAllocator ResourceAllocator => _resourceAllocator;
public IResourceDatabase ResourceDatabase => _resourceDatabase;
public ResourceManager(IResourceAllocator resourceAllocator, IResourceDatabase resourceDatabase)
{
_resourceAllocator = resourceAllocator;
_resourceDatabase = resourceDatabase;
_meshes = new UnsafeSlotMap<Mesh>(64, Allocator.Persistent);
_materials = new UnsafeSlotMap<Material>(16, Allocator.Persistent);
_shaders = new UnsafeList<Shader>(16, Allocator.Persistent);
}
~ResourceManager()
{
Dispose();
}
public unsafe Handle<Mesh> CreateMesh(UnsafeList<Vertex> vertices, UnsafeList<uint> indices)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var vertexBufferDesc = new BufferDesc
{
Size = (uint)(vertices.Count * sizeof(Vertex)),
Stride = (uint)sizeof(Vertex),
Usage = BufferUsage.Vertex | BufferUsage.ShaderResource | BufferUsage.Raw,
MemoryType = ResourceMemoryType.Default,
};
var indexBufferDesc = new BufferDesc
{
Size = (uint)(indices.Count * sizeof(uint)),
Stride = sizeof(uint),
Usage = BufferUsage.Index | BufferUsage.ShaderResource | BufferUsage.Raw,
MemoryType = ResourceMemoryType.Default,
};
var objectBufferDesc = new BufferDesc
{
Size = (uint)sizeof(PerObjectData),
Stride = (uint)sizeof(PerObjectData),
Usage = BufferUsage.Raw | BufferUsage.ShaderResource,
MemoryType = ResourceMemoryType.Default,
};
var vertexBuffer = _resourceAllocator.CreateBuffer(in vertexBufferDesc, "VertexBuffer");
var indexBuffer = _resourceAllocator.CreateBuffer(in indexBufferDesc, "IndexBuffer");
var objectBuffer = _resourceAllocator.CreateBuffer(in objectBufferDesc, "ObjectBuffer");
var mesh = new Mesh
{
Vertices = vertices,
Indices = indices,
VertexBuffer = vertexBuffer,
IndexBuffer = indexBuffer,
ObjectDataBuffer = objectBuffer,
};
var id = _meshes.Add(mesh, out var generation);
return new Handle<Mesh>(id, generation);
}
public Handle<Material> CreateMaterial(Identifier<Shader> shader)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var material = new Material();
if (material.SetShader(shader, this) != Error.None)
{
return Handle<Material>.Invalid;
}
var id = _materials.Add(material, out var generation);
return new Handle<Material>(id, generation);
}
public Identifier<Shader> CreateGraphicsShader(ShaderDescriptor descriptor)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var shader = new Shader(descriptor);
var id = _shaders.Count;
_shaders.Add(shader);
return new Identifier<Shader>(id);
}
public bool HasMesh(Handle<Mesh> handle)
{
ObjectDisposedException.ThrowIf(_disposed, this);
return _meshes.Contains(handle.ID, handle.Generation);
}
public RefResult<Mesh, Error> GetMeshReference(Handle<Mesh> handle)
{
ref var mesh = ref _meshes.GetElementReferenceAt(handle.ID, handle.Generation, out var exist);
if (!exist)
{
return Error.NotFound;
}
return RefResult<Mesh, Error>.Success(ref mesh);
}
public void ReleaseMesh(Handle<Mesh> handle)
{
ObjectDisposedException.ThrowIf(_disposed, this);
if (!_meshes.TryGetElementAt(handle.ID, handle.Generation, out var mesh))
{
return;
}
_meshes.Remove(handle.ID, handle.Generation);
mesh.ReleaseResource(_resourceDatabase);
}
public bool HasMaterial(Handle<Material> handle)
{
ObjectDisposedException.ThrowIf(_disposed, this);
return _materials.Contains(handle.ID, handle.Generation);
}
public RefResult<Material, Error> GetMaterialReference(Handle<Material> handle)
{
ref var material = ref _materials.GetElementReferenceAt(handle.ID, handle.Generation, out var exist);
if (!exist)
{
return Error.NotFound;
}
return RefResult<Material, Error>.Success(ref material);
}
public void ReleaseMaterial(Handle<Material> handle)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var material = _materials.GetElementReferenceAt(handle.ID, handle.Generation, out var exist);
if (!exist)
{
return;
}
_materials.Remove(handle.ID, handle.Generation);
material.ReleaseResource(_resourceDatabase);
}
public bool HasShader(Identifier<Shader> id)
{
ObjectDisposedException.ThrowIf(_disposed, this);
return id.Value >= 0 && id.Value < _shaders.Count;
}
public RefResult<Shader, Error> GetShaderReference(Identifier<Shader> id)
{
if (!HasShader(id))
{
return Error.NotFound;
}
return RefResult<Shader, Error>.Success(ref _shaders[id.Value]);
}
public void ReleaseShader(Identifier<Shader> id)
{
ObjectDisposedException.ThrowIf(_disposed, this);
if (!HasShader(id))
{
return;
}
var shader = _shaders[id.Value];
shader.ReleaseResource(_resourceDatabase);
}
public void Dispose()
{
if (_disposed)
{
return;
}
foreach (var mesh in _meshes)
{
mesh.ReleaseResource(_resourceDatabase);
}
foreach (var material in _materials)
{
material.ReleaseResource(_resourceDatabase);
}
foreach (var shader in _shaders)
{
shader.ReleaseResource(_resourceDatabase);
}
_meshes.Dispose();
_materials.Dispose();
_shaders.Dispose();
_disposed = true;
GC.SuppressFinalize(this);
}
}