Files
GhostEngine/Ghost.Graphics/Core/Material.cs
Misaki 1c155f962c Render graph: native pass merging & heap-based aliasing
Major architecture upgrade:
- Add native render pass merging (hardware pass grouping, load/store op inference)
- Implement heap-based aliasing for textures & buffers (D3D12-style)
- Unify resource model: buffers and textures in one registry
- Extend builder API for buffer creation/usage, access flags, hints
- Improve barrier/state tracking (buffer hints, indirect argument state)
- Update caching, hashing, and debug output for new model
- Add enums/structs: AttachmentLoadOp, StoreOp, BufferHint, etc.
- D3D12 backend: support named resources, temp upload buffers, correct heap usage
- Update docs, benchmarks, and project files for new features

Brings render graph closer to AAA engine standards, enabling efficient memory usage, lower driver overhead, and a more flexible API.
2026-01-16 01:59:33 +09:00

235 lines
6.9 KiB
C#

using Ghost.Core;
using Ghost.Core.Graphics;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
using System.Runtime.CompilerServices;
namespace Ghost.Graphics.Core;
internal struct CBufferCache : IResourceReleasable
{
private UnsafeArray<byte> _cpuData;
private Handle<GraphicsBuffer> _gpuResource;
private uint _size;
public readonly UnsafeArray<byte> CpuData => _cpuData;
public readonly Handle<GraphicsBuffer> GpuResource => _gpuResource;
public readonly uint Size => _size;
public readonly bool IsCreated => _size != 0 && _gpuResource.IsValid && _cpuData.IsCreated;
public CBufferCache(Handle<GraphicsBuffer> buffer, uint bufferSize)
{
_size = bufferSize;
_cpuData = new UnsafeArray<byte>((int)bufferSize, Allocator.Persistent);
_gpuResource = buffer;
}
public void ReleaseResource(IResourceDatabase database)
{
if (!IsCreated)
{
return;
}
_cpuData.Dispose();
database.ReleaseResource(GpuResource.AsResource());
_gpuResource = Handle<GraphicsBuffer>.Invalid;
_size = 0;
}
}
public struct Material : IResourceReleasable
{
private struct PipelineOverride
{
public Key64<ShaderPass> shaderPass;
public PipelineState options;
}
private Identifier<Shader> _shader;
private UnsafeArray<PipelineOverride> _passPipelineOverride;
private bool _isDirty;
internal CBufferCache _cBufferCache;
internal LocalKeywordSet _keywordMask;
public readonly Identifier<Shader> Shader => _shader;
public readonly bool IsDirty => _isDirty;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void SetDirty()
{
_isDirty = true;
}
public ErrorStatus SetShader(Identifier<Shader> shaderId, IResourceAllocator allocator, IResourceDatabase database)
{
if (!shaderId.IsValid)
{
return ErrorStatus.InvalidArgument;
}
_cBufferCache.ReleaseResource(database);
_shader = shaderId;
var shader = database.GetShaderReference(shaderId);
if (_passPipelineOverride.Count < shader.PassCount)
{
if (!_passPipelineOverride.IsCreated)
{
_passPipelineOverride = new UnsafeArray<PipelineOverride>(shader.PassCount, Allocator.Persistent);
}
else
{
_passPipelineOverride.Resize(shader.PassCount);
}
}
_keywordMask.Clear();
for (var i = 0; i < shader.PassCount; i++)
{
ref var pass = ref shader.GetPassReference(i);
_passPipelineOverride[i] = new PipelineOverride
{
shaderPass = pass.Key,
options = pass.DeafaultState,
};
}
if (shader.CBufferSize != 0)
{
var desc = new BufferDesc
{
Size = shader.CBufferSize,
Usage = BufferUsage.Raw | BufferUsage.ShaderResource,
MemoryType = ResourceMemoryType.Default,
};
var buffer = allocator.CreateBuffer(ref desc, "MaterialCBuffer");
_cBufferCache = new CBufferCache(buffer, shader.CBufferSize);
}
return ErrorStatus.None;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly unsafe Result<T, ErrorStatus> GetPropertyCache<T>()
where T : unmanaged
{
if (sizeof(T) != _cBufferCache.Size)
{
return ErrorStatus.InvalidArgument;
}
return *(T*)_cBufferCache.CpuData.GetUnsafePtr();
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly ReadOnlySpan<byte> GetRawPropertyCache()
{
if (_cBufferCache.Size == 0)
{
return [];
}
return _cBufferCache.CpuData.AsSpan(0, (int)_cBufferCache.Size);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe ErrorStatus SetPropertyCache<T>(ref readonly T data)
where T : unmanaged
{
if (sizeof(T) != _cBufferCache.Size)
{
return ErrorStatus.InvalidArgument;
}
Unsafe.WriteUnaligned(_cBufferCache.CpuData.GetUnsafePtr(), data);
SetDirty();
return ErrorStatus.None;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe ErrorStatus SetRawPropertyCache(ReadOnlySpan<byte> data)
{
if (data.Length != _cBufferCache.Size)
{
return ErrorStatus.InvalidArgument;
}
Unsafe.WriteUnaligned(_cBufferCache.CpuData.GetUnsafePtr(), data);
SetDirty();
return ErrorStatus.None;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly PipelineState GetPassPipelineOverride(int passIndex)
{
return _passPipelineOverride[passIndex].options;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetPassPipelineOverride(int passIndex, ref readonly PipelineState options)
{
ref var pipelineOverride = ref _passPipelineOverride[passIndex];
pipelineOverride.options = options;
SetDirty();
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public ErrorStatus SetKeyword(IResourceDatabase resourceDatabase, int keywordId, bool enabled)
{
ref var shader = ref resourceDatabase.GetShaderReference(_shader);
var localIndex = shader.GetLocalKeywordIndex(keywordId);
if (localIndex == -1)
{
return ErrorStatus.NotFound;
}
_keywordMask.SetKeyword(localIndex, enabled);
SetDirty();
return ErrorStatus.None;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly bool IsKeywordEnabled(IResourceDatabase resourceDatabase, int keywordId)
{
ref var shader = ref resourceDatabase.GetShaderReference(_shader);
var localIndex = shader.GetLocalKeywordIndex(keywordId);
if (localIndex == -1)
{
return false;
}
return _keywordMask.IsKeywordEnabled(localIndex);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly void UploadData(ICommandBuffer cmd, bool pixelOnlyResource = true)
{
cmd.ResourceBarrier(_cBufferCache.GpuResource.AsResource(), ResourceState.CopyDest);
cmd.UploadBuffer(_cBufferCache.GpuResource, _cBufferCache.CpuData.AsSpan());
var state = pixelOnlyResource
? ResourceState.PixelShaderResource
: ResourceState.NonPixelShaderResource | ResourceState.PixelShaderResource;
cmd.ResourceBarrier(_cBufferCache.GpuResource.AsResource(), state);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
void IResourceReleasable.ReleaseResource(IResourceDatabase database)
{
_cBufferCache.ReleaseResource(database);
_passPipelineOverride.Dispose();
}
}