Files
GhostEngine/Ghost.RenderGraph.Concept/RenderGraphBarriers.cs
Misaki 954e3756aa Refactor Render Graph: unified resources, benchmarking
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.
2026-01-12 23:48:56 +09:00

144 lines
3.9 KiB
C#

using Ghost.Core;
using System.Runtime.InteropServices;
namespace Ghost.RenderGraph.Concept;
/// <summary>
/// GPU resource states for barrier tracking.
/// Based on D3D12 resource states.
/// </summary>
[Flags]
public enum ResourceState
{
Common = 0,
RenderTarget = 1 << 0,
DepthWrite = 1 << 1,
DepthRead = 1 << 2,
ShaderResource = 1 << 3,
UnorderedAccess = 1 << 4,
CopySource = 1 << 5,
CopyDest = 1 << 6,
Present = 1 << 7,
}
/// <summary>
/// Types of barriers that can be inserted.
/// </summary>
public enum BarrierType
{
Transition, // State transition (e.g., RenderTarget -> ShaderResource)
Aliasing, // Aliasing barrier (new resource reusing memory)
}
/// <summary>
/// Represents a resource barrier that needs to be inserted.
/// For D3D12 aliasing barriers: ResourceBefore is the old resource, ResourceAfter is the new resource.
/// </summary>
internal struct ResourceBarrier
{
[StructLayout(LayoutKind.Explicit)]
private struct barrier_union
{
internal struct barrier_union_transition
{
public Identifier<RGResource> resource;
public ResourceState stateBefore;
public ResourceState stateAfter;
}
internal struct barrier_union_aliasing
{
public Identifier<RGResource> resourceBefore;
public Identifier<RGResource> resourceAfter;
}
// TODO: union can not have non-blittable types
[FieldOffset(0)]
public barrier_union_transition transition;
[FieldOffset(0)]
public barrier_union_aliasing aliasing;
}
private barrier_union _union;
public BarrierType Type
{
get; init;
}
public int PassIndex
{
get; init;
}
// For Transition and UAV barriers
public readonly Identifier<RGResource> Resource => _union.transition.resource;
public readonly ResourceState StateBefore => _union.transition.stateBefore;
public readonly ResourceState StateAfter => _union.transition.stateAfter;
// For Aliasing barriers (D3D12_RESOURCE_BARRIER::Aliasing)
public readonly Identifier<RGResource> ResourceBefore => _union.aliasing.resourceBefore;
public readonly Identifier<RGResource> ResourceAfter => _union.aliasing.resourceAfter;
// Constructor for Aliasing barriers
public static ResourceBarrier CreateAliasingBarrier(
Identifier<RGResource> resourceBefore,
Identifier<RGResource> resourceAfter,
int passIndex)
{
return new ResourceBarrier
{
Type = BarrierType.Aliasing,
PassIndex = passIndex,
_union = new barrier_union
{
aliasing = new barrier_union.barrier_union_aliasing
{
resourceBefore = resourceBefore,
resourceAfter = resourceAfter
}
}
};
}
public static ResourceBarrier CreateTransitionBarrier(
Identifier<RGResource> resource,
ResourceState before,
ResourceState after,
int passIndex)
{
return new ResourceBarrier
{
Type = BarrierType.Transition,
PassIndex = passIndex,
_union = new barrier_union
{
transition = new barrier_union.barrier_union_transition
{
resource = resource,
stateBefore = before,
stateAfter = after
}
}
};
}
}
/// <summary>
/// Tracks the current state of a resource across passes.
/// </summary>
internal sealed class ResourceStateTracker
{
public int ResourceIndex;
public ResourceState CurrentState = ResourceState.Common;
public int LastAccessPass = -1;
public void Reset()
{
ResourceIndex = -1;
CurrentState = ResourceState.Common;
LastAccessPass = -1;
}
}