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.
210 lines
5.8 KiB
C#
210 lines
5.8 KiB
C#
using Ghost.Core;
|
|
using Misaki.HighPerformance.Buffer;
|
|
|
|
namespace Ghost.RenderGraph.Concept;
|
|
|
|
/// <summary>
|
|
/// Object pool for reusing allocated objects across frames.
|
|
/// This is key to minimizing GC allocations after the first frame.
|
|
/// </summary>
|
|
internal sealed class RenderGraphObjectPool
|
|
{
|
|
private static readonly List<SharedObjectPoolBase> s_allocatedPools = new();
|
|
|
|
private class SharedObjectPoolBase
|
|
{
|
|
public SharedObjectPoolBase() { }
|
|
public virtual void Clear() { }
|
|
}
|
|
|
|
private class SharedObjectPool<T> : SharedObjectPoolBase where T : class, new()
|
|
{
|
|
private static readonly ObjectPool<T> s_pool = AllocatePool();
|
|
|
|
private static ObjectPool<T> AllocatePool()
|
|
{
|
|
var newPool = new ObjectPool<T>(() => new T());
|
|
// Storing instance to clear the static pool of the same type if needed
|
|
s_allocatedPools.Add(new SharedObjectPool<T>());
|
|
return newPool;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Clear the pool using SharedObjectPool instance.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public override void Clear()
|
|
{
|
|
s_pool.Reset();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Rent a new instance from the pool.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public static T Rent() => s_pool.Rent();
|
|
|
|
/// <summary>
|
|
/// Return an object to the pool.
|
|
/// </summary>
|
|
/// <param name="toRelease">instance to release.</param>
|
|
public static void Return(T toRelease) => s_pool.Return(toRelease);
|
|
}
|
|
|
|
public T Rent<T>()
|
|
where T : class, new()
|
|
{
|
|
return SharedObjectPool<T>.Rent();
|
|
}
|
|
|
|
public void Return<T>(T obj)
|
|
where T : class, new()
|
|
{
|
|
SharedObjectPool<T>.Return(obj);
|
|
}
|
|
|
|
public void Clear()
|
|
{
|
|
for (var i = 0; i < s_allocatedPools.Count; i++)
|
|
{
|
|
s_allocatedPools[i].Clear();
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Represents a texture resource in the render graph.
|
|
/// </summary>
|
|
internal sealed class RenderGraphResource
|
|
{
|
|
public RenderGraphResourceType type;
|
|
public int Index;
|
|
public TextureDescriptor Descriptor;
|
|
public bool IsImported;
|
|
public int FirstUsePass = -1;
|
|
public int LastUsePass = -1;
|
|
public int ProducerPass = -1;
|
|
public List<int> ConsumerPasses = new(4);
|
|
public int RefCount;
|
|
|
|
public void Reset()
|
|
{
|
|
Index = -1;
|
|
Descriptor = default;
|
|
IsImported = false;
|
|
FirstUsePass = -1;
|
|
LastUsePass = -1;
|
|
ProducerPass = -1;
|
|
ConsumerPasses.Clear();
|
|
RefCount = 0;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Registry for managing all resources in the render graph.
|
|
/// Uses pooling to minimize allocations after the first frame.
|
|
/// </summary>
|
|
internal sealed class RenderGraphResourceRegistry
|
|
{
|
|
private readonly List<RenderGraphResource> _resources = new(64);
|
|
private readonly RenderGraphObjectPool _pool = new();
|
|
private int _textureResourceCount;
|
|
|
|
public int TextureResourceCount => _textureResourceCount;
|
|
|
|
public void BeginFrame()
|
|
{
|
|
// Don't clear the lists, just reset the count
|
|
// This avoids reallocating the backing arrays
|
|
_textureResourceCount = 0;
|
|
}
|
|
|
|
public Identifier<RGTexture> ImportTexture(TextureDescriptor descriptor)
|
|
{
|
|
var resource = GetOrCreateTextureResource();
|
|
resource.Index = _textureResourceCount - 1;
|
|
resource.Descriptor = descriptor;
|
|
resource.IsImported = true;
|
|
|
|
return new Identifier<RGTexture>(resource.Index);
|
|
}
|
|
|
|
public Identifier<RGTexture> CreateTexture(TextureDescriptor descriptor)
|
|
{
|
|
var resource = GetOrCreateTextureResource();
|
|
resource.Index = _textureResourceCount - 1;
|
|
resource.Descriptor = descriptor;
|
|
resource.IsImported = false;
|
|
|
|
return new Identifier<RGTexture>(resource.Index);
|
|
}
|
|
|
|
public RenderGraphResource GetResource(Identifier<RGResource> resource)
|
|
{
|
|
if (resource.Value < 0 || resource.Value >= _textureResourceCount)
|
|
throw new ArgumentException($"Invalid texture handle: {resource}");
|
|
|
|
return _resources[resource.Value];
|
|
}
|
|
|
|
public RenderGraphResource GetTextureResourceByIndex(int index)
|
|
{
|
|
if (index < 0 || index >= _textureResourceCount)
|
|
throw new ArgumentException($"Invalid texture index: {index}");
|
|
|
|
return _resources[index];
|
|
}
|
|
|
|
public void SetProducer(Identifier<RGResource> resourceID, int passIndex)
|
|
{
|
|
var resource = GetResource(resourceID);
|
|
resource.ProducerPass = passIndex;
|
|
if (resource.FirstUsePass < 0)
|
|
{
|
|
resource.FirstUsePass = passIndex;
|
|
}
|
|
}
|
|
|
|
public void AddConsumer(Identifier<RGResource> resourceID, int passIndex)
|
|
{
|
|
var resource = GetResource(resourceID);
|
|
resource.ConsumerPasses.Add(passIndex);
|
|
resource.LastUsePass = passIndex;
|
|
if (resource.FirstUsePass < 0)
|
|
{
|
|
resource.FirstUsePass = passIndex;
|
|
}
|
|
}
|
|
|
|
private RenderGraphResource GetOrCreateTextureResource()
|
|
{
|
|
RenderGraphResource resource;
|
|
if (_textureResourceCount < _resources.Count)
|
|
{
|
|
// Reuse existing slot
|
|
resource = _resources[_textureResourceCount];
|
|
resource.Reset();
|
|
}
|
|
else
|
|
{
|
|
// Need to grow the list
|
|
resource = _pool.Rent<RenderGraphResource>();
|
|
resource.Reset();
|
|
_resources.Add(resource);
|
|
}
|
|
|
|
_textureResourceCount++;
|
|
return resource;
|
|
}
|
|
|
|
public void Clear()
|
|
{
|
|
for (var i = 0; i < _resources.Count; i++)
|
|
{
|
|
_pool.Return(_resources[i]);
|
|
}
|
|
_resources.Clear();
|
|
_textureResourceCount = 0;
|
|
}
|
|
}
|