forked from Misaki/GhostEngine
Major overhaul of Render Graph system: - Replaced texture handles with generic Identifier<T> for unified, type-safe resource management (textures, buffers, etc.) - Refactored resource registry and pooling for performance and extensibility - Added AccessFlags and TextureAccess for precise resource usage tracking - Split passes into Raster and Compute types; introduced builder interfaces for safer pass construction - Modernized pass setup API (SetColorAttachment, UseTexture, etc.) - Updated command buffer and context structs to use new resource system - Refactored barrier and aliasing logic for improved correctness - Integrated BenchmarkDotNet for performance/memory benchmarking - Improved blackboard type safety and removed obsolete code/extensions - Added BenchmarkDotNet NuGet package These changes make the Render Graph more extensible, efficient, and ready for future resource types and advanced features.
144 lines
3.9 KiB
C#
144 lines
3.9 KiB
C#
using Ghost.Core;
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using System.Runtime.InteropServices;
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namespace Ghost.RenderGraph.Concept;
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/// <summary>
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/// GPU resource states for barrier tracking.
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/// Based on D3D12 resource states.
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/// </summary>
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[Flags]
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public enum ResourceState
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{
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Common = 0,
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RenderTarget = 1 << 0,
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DepthWrite = 1 << 1,
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DepthRead = 1 << 2,
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ShaderResource = 1 << 3,
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UnorderedAccess = 1 << 4,
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CopySource = 1 << 5,
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CopyDest = 1 << 6,
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Present = 1 << 7,
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}
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/// <summary>
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/// Types of barriers that can be inserted.
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/// </summary>
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public enum BarrierType
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{
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Transition, // State transition (e.g., RenderTarget -> ShaderResource)
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Aliasing, // Aliasing barrier (new resource reusing memory)
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}
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/// <summary>
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/// Represents a resource barrier that needs to be inserted.
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/// For D3D12 aliasing barriers: ResourceBefore is the old resource, ResourceAfter is the new resource.
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/// </summary>
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internal struct ResourceBarrier
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{
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[StructLayout(LayoutKind.Explicit)]
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private struct barrier_union
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{
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internal struct barrier_union_transition
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{
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public Identifier<RGResource> resource;
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public ResourceState stateBefore;
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public ResourceState stateAfter;
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}
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internal struct barrier_union_aliasing
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{
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public Identifier<RGResource> resourceBefore;
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public Identifier<RGResource> resourceAfter;
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}
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// TODO: union can not have non-blittable types
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[FieldOffset(0)]
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public barrier_union_transition transition;
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[FieldOffset(0)]
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public barrier_union_aliasing aliasing;
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}
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private barrier_union _union;
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public BarrierType Type
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{
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get; init;
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}
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public int PassIndex
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{
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get; init;
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}
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// For Transition and UAV barriers
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public readonly Identifier<RGResource> Resource => _union.transition.resource;
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public readonly ResourceState StateBefore => _union.transition.stateBefore;
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public readonly ResourceState StateAfter => _union.transition.stateAfter;
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// For Aliasing barriers (D3D12_RESOURCE_BARRIER::Aliasing)
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public readonly Identifier<RGResource> ResourceBefore => _union.aliasing.resourceBefore;
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public readonly Identifier<RGResource> ResourceAfter => _union.aliasing.resourceAfter;
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// Constructor for Aliasing barriers
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public static ResourceBarrier CreateAliasingBarrier(
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Identifier<RGResource> resourceBefore,
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Identifier<RGResource> resourceAfter,
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int passIndex)
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{
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return new ResourceBarrier
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{
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Type = BarrierType.Aliasing,
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PassIndex = passIndex,
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_union = new barrier_union
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{
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aliasing = new barrier_union.barrier_union_aliasing
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{
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resourceBefore = resourceBefore,
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resourceAfter = resourceAfter
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}
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}
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};
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}
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public static ResourceBarrier CreateTransitionBarrier(
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Identifier<RGResource> resource,
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ResourceState before,
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ResourceState after,
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int passIndex)
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{
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return new ResourceBarrier
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{
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Type = BarrierType.Transition,
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PassIndex = passIndex,
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_union = new barrier_union
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{
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transition = new barrier_union.barrier_union_transition
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{
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resource = resource,
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stateBefore = before,
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stateAfter = after
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}
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}
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};
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}
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}
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/// <summary>
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/// Tracks the current state of a resource across passes.
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/// </summary>
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internal sealed class ResourceStateTracker
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{
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public int ResourceIndex;
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public ResourceState CurrentState = ResourceState.Common;
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public int LastAccessPass = -1;
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public void Reset()
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{
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ResourceIndex = -1;
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CurrentState = ResourceState.Common;
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LastAccessPass = -1;
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}
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}
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