Files
GhostEngine/Ghost.RenderGraph.Concept/RenderGraph.cs.bak
2026-01-13 14:50:55 +09:00

664 lines
21 KiB
C#

using Ghost.Core;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
using System.IO.Hashing;
using TerraFX.Interop.Windows;
namespace Ghost.RenderGraph.Concept;
/// <summary>
/// Main render graph class that manages resource allocation and pass execution.
///
/// Design principles for minimal GC:
/// - Object pooling for all passes and resources
/// - Reuse collections across frames (Clear() instead of new)
/// - Avoid LINQ and foreach over interfaces
/// - Pre-allocate capacity based on expected usage
/// </summary>
public sealed class RenderGraph
{
private readonly RenderGraphResourceRegistry _resources = new();
private readonly RenderGraphObjectPool _objectPool = new();
private readonly List<RenderGraphPassBase> _passes = new(64);
private readonly List<RenderGraphPassBase> _compiledPasses = new(64);
private readonly RenderGraphBuilder _builder = new();
private readonly MockCommandBuffer _commandBuffer = new();
private readonly RenderContext _renderContext;
private readonly ResourceAliasingManager _aliasingManager = new();
private readonly Dictionary<int, ResourceState> _resourceStates = new(128);
private readonly List<ResourceBarrier> _barriers = new(128);
private readonly RenderGraphCompilationCache _compilationCache = new();
private bool _compiled;
public RenderGraphBlackboard Blackboard { get; } = new();
public RenderGraph()
{
_renderContext = new RenderContext(_commandBuffer);
}
/// <summary>
/// Resets the render graph for a new frame.
/// Reuses existing allocations to minimize GC.
/// </summary>
public void Reset()
{
// Clear blackboard data
Blackboard.Clear();
// Reset resources but keep allocations
_resources.BeginFrame();
// Reset aliasing manager
_aliasingManager.BeginFrame();
// Clear resource states and barriers
_resourceStates.Clear();
_barriers.Clear();
// Return passes to the pool and reset count
for (var i = 0; i < _passes.Count; i++)
{
var pass = _passes[i];
pass.Reset(_objectPool);
}
_passes.Clear();
// Clear compiled passes list
_compiledPasses.Clear();
_compiled = false;
}
/// <summary>
/// Imports an external texture into the render graph.
/// </summary>
public Identifier<RGTexture> ImportTexture(TextureDescriptor descriptor)
{
return _resources.ImportTexture(descriptor);
}
public IRasterRenderGraphBuilder AddRasterRenderPass<TPassData>(string name, out TPassData passData)
where TPassData : class, new()
{
var renderPass = _objectPool.Rent<RasterRenderGraphPass<TPassData>>();
renderPass.Init(_passes.Count, _objectPool.Rent<TPassData>(), name, RenderPassType.Raster);
passData = renderPass.passData;
_passes.Add(renderPass);
_builder.Init(this, renderPass, _resources);
return _builder;
}
public IComputeRenderGraphBuilder AddComputeRenderPass<TPassData>(string name, out TPassData passData)
where TPassData : class, new()
{
var renderPass = _objectPool.Rent<ComputeRenderGraphPass<TPassData>>();
renderPass.Init(_passes.Count, _objectPool.Rent<TPassData>(), name, RenderPassType.Compute);
passData = renderPass.passData;
_passes.Add(renderPass);
_builder.Init(this, renderPass, _resources);
return _builder;
}
private unsafe int ComputeTextureHash(byte* pData, int offset, Identifier<RGTexture> texture)
{
if (texture.IsInvalid)
{
return offset;
}
var resource = _resources.GetResource(texture.AsResource());
// In real implementation, we typically need to handle imported resources differently.
*(pData + offset) = resource.isImported ? (byte)1 : (byte)0;
offset += sizeof(byte);
*(TextureFormat*)(pData + offset) = resource.descriptor.format;
offset += sizeof(TextureFormat);
*(int*)(pData + offset) = resource.descriptor.width;
offset += sizeof(int);
*(int*)(pData + offset) = resource.descriptor.height;
offset += sizeof(int);
return offset;
}
private unsafe ulong ComputeGraphHash()
{
using var scope = AllocationManager.CreateStackScope();
var bufferPool = new UnsafeList<byte>(2048, scope.AllocationHandle);
var pData = (byte*)bufferPool.GetUnsafePtr();
var offset = 0;
// Hash pass count
*(int*)(pData + offset) = _passes.Count;
offset += sizeof(int);
// Hash each pass structure (excluding names)
for (var i = 0; i < _passes.Count; i++)
{
var pass = _passes[i];
*(RenderPassType*)(pData + offset) = pass.type;
offset += sizeof(RenderPassType);
*(bool*)(pData + offset) = pass.allowCulling;
offset += sizeof(bool);
*(bool*)(pData + offset) = pass.asyncCompute;
offset += sizeof(bool);
// Hash depth attachment
offset = ComputeTextureHash(pData, offset, pass.depthAccess.id);
*(int*)(pData + offset) = pass.maxColorIndex;
offset += sizeof(int);
for (var j = 0; j <= pass.maxColorIndex; j++)
{
offset = ComputeTextureHash(pData, offset, pass.colorAccess[j].id);
}
*(int*)(pData + offset) = pass.resourceReads.Count;
offset += sizeof(int);
for (var j = 0; j < pass.resourceReads.Count; j++)
{
*(int*)(pData + offset) = pass.resourceReads[j].Value;
offset += sizeof(int);
}
*(int*)(pData + offset) = pass.resourceWrites.Count;
offset += sizeof(int);
for (var j = 0; j < pass.resourceWrites.Count; j++)
{
*(int*)(pData + offset) = pass.resourceWrites[j].Value;
offset += sizeof(int);
}
*(int*)(pData + offset) = pass.resourceCreates.Count;
offset += sizeof(int);
for (var j = 0; j < pass.resourceCreates.Count; j++)
{
*(int*)(pData + offset) = pass.resourceCreates[j].Value;
offset += sizeof(int);
}
}
//// Hash resource descriptors
//for (var i = 0; i < _resources.TextureResourceCount; i++)
//{
// var resource = _resources.GetTextureResourceByIndex(i);
// *(int*)(pData + offset) = resource.descriptor.width;
// offset += sizeof(int);
// *(int*)(pData + offset) = resource.descriptor.height;
// offset += sizeof(int);
// *(TextureFormat*)(pData + offset) = resource.descriptor.format;
// offset += sizeof(TextureFormat);
// *(bool*)(pData + offset) = resource.isImported;
// offset += sizeof(bool);
//}
var span = new Span<byte>(pData, offset);
return XxHash64.HashToUInt64(span);
}
/// <summary>
/// Compiles the render graph by culling unused passes and determining resource lifetimes.
/// </summary>
public void Compile()
{
if (_compiled)
{
return;
}
#if DEBUG
var sw = System.Diagnostics.Stopwatch.StartNew();
#endif
// Step 0: Check cache
var graphHash = ComputeGraphHash(); // 17020363347016000737
#if DEBUG
var hashTime = sw.Elapsed.TotalMicroseconds;
#endif
if (_compilationCache.TryGetCached(graphHash, out var cached))
{
// CACHE HIT - restore from cache
#if DEBUG
Console.WriteLine($"\n[CACHE HIT] Hash: {graphHash:X16} (computed in {hashTime:F2}μs)");
#endif
RestoreFromCache(cached);
#if DEBUG
sw.Stop();
Console.WriteLine($"[CACHE HIT] Total restore time: {sw.Elapsed.TotalMicroseconds:F2}μs");
#endif
_compiled = true;
return;
}
#if DEBUG
Console.WriteLine($"\n[CACHE MISS] Hash: {graphHash:X16} (computed in {hashTime:F2}μs)");
#endif
_compiledPasses.Clear();
// Step 1: Mark passes with side effects (writes to imported resources)
for (var i = 0; i < _passes.Count; i++)
{
var pass = _passes[i];
// Check if this pass writes to any imported textures
for (var j = 0; j < pass.resourceWrites.Count; j++)
{
var writeHandle = pass.resourceWrites[j];
var resource = _resources.GetResource(writeHandle);
if (resource.isImported)
{
pass.hasSideEffects = true;
break;
}
}
}
// Step 2: Cull passes based on dependency analysis
// Mark all passes as culled initially
for (var i = 0; i < _passes.Count; i++)
{
_passes[i].culled = _passes[i].allowCulling && !_passes[i].hasSideEffects;
}
// Step 3: Traverse backwards from passes with side effects
for (var i = _passes.Count - 1; i >= 0; i--)
{
var pass = _passes[i];
if (!pass.culled)
{
UnculDependencies(pass);
}
}
// Step 4: Build final pass list (only non-culled passes)
for (var i = 0; i < _passes.Count; i++)
{
var pass = _passes[i];
if (!pass.culled)
{
_compiledPasses.Add(pass);
}
}
// Step 5: Perform resource aliasing to minimize memory usage
_aliasingManager.AssignPhysicalResources(_resources, _passes.Count);
// Step 6: Generate barriers for state transitions and aliasing
GenerateBarriers();
// Step 7: Store in cache for future frames
StoreInCache(graphHash);
_compiled = true;
}
/// <summary>
/// Restores the render graph state from cached compilation results.
/// </summary>
private void RestoreFromCache(CachedCompilation cached)
{
// Restore compiled pass list
_compiledPasses.Clear();
for (var i = 0; i < cached.compiledPassIndices.Count; i++)
{
var passIndex = cached.compiledPassIndices[i];
_compiledPasses.Add(_passes[passIndex]);
}
// Restore culling flags
for (var i = 0; i < _passes.Count && i < cached.passCulledFlags.Count; i++)
{
_passes[i].culled = cached.passCulledFlags[i];
}
// Restore aliasing mappings (need to update ResourceAliasingManager)
_aliasingManager.RestoreFromCache(cached.logicalToPhysical, cached.physicalResources);
// Restore barriers (deep copy to avoid shared references)
_barriers.Clear();
for (var i = 0; i < cached.barriers.Count; i++)
{
_barriers.Add(cached.barriers[i]);
}
// Restore resource states
_resourceStates.Clear();
foreach (var kvp in cached.resourceStates)
{
_resourceStates[kvp.Key] = kvp.Value;
}
}
/// <summary>
/// Stores current compilation results in the cache.
/// </summary>
private void StoreInCache(ulong graphHash)
{
var cacheData = new CachedCompilation();
// Store compiled pass indices
for (var i = 0; i < _compiledPasses.Count; i++)
{
cacheData.compiledPassIndices.Add(_compiledPasses[i].index);
}
// Store culling flags for all passes
for (var i = 0; i < _passes.Count; i++)
{
cacheData.passCulledFlags.Add(_passes[i].culled);
}
// Store aliasing mappings
_aliasingManager.StoreToCache(cacheData.logicalToPhysical, cacheData.physicalResources);
// Store barriers
for (var i = 0; i < _barriers.Count; i++)
{
cacheData.barriers.Add(_barriers[i]);
}
// Store resource states
foreach (var kvp in _resourceStates)
{
cacheData.resourceStates[kvp.Key] = kvp.Value;
}
_compilationCache.Store(graphHash, cacheData);
}
private void UnculProducer(Identifier<RGResource> resource)
{
var res = _resources.GetResource(resource);
if (res.producerPass >= 0)
{
var producer = _passes[res.producerPass];
if (producer.culled)
{
producer.culled = false;
UnculDependencies(producer);
}
}
}
private void UnculDependencies(RenderGraphPassBase pass)
{
// Un-cull producers of read resources
for (var i = 0; i < pass.resourceReads.Count; i++)
{
UnculProducer(pass.resourceReads[i]);
}
// Un-cull producers of color attachments
for (var i = 0; i <= pass.maxColorIndex; i++)
{
if (pass.colorAccess[i].id.IsValid)
{
UnculProducer(pass.colorAccess[i].id.AsResource());
}
}
// Un-cull producer of depth attachment
if (pass.depthAccess.id.IsValid)
{
UnculProducer(pass.depthAccess.id.AsResource());
}
// Un-cull producers of UAV resources (if not already in reads/writes)
for (var i = 0; i < pass.randomAccess.Count; i++)
{
UnculProducer(pass.randomAccess[i]);
}
}
/// <summary>
/// Generates resource barriers for state transitions and aliasing.
/// </summary>
private void GenerateBarriers()
{
_barriers.Clear();
_resourceStates.Clear();
#if DEBUG
Console.WriteLine("\n=== Barrier Generation ===");
#endif
// Process each compiled pass in order
for (var passIdx = 0; passIdx < _compiledPasses.Count; passIdx++)
{
var pass = _compiledPasses[passIdx];
// Insert aliasing barriers for resources that reuse physical memory
InsertAliasingBarriers(pass, passIdx);
// Insert transition barriers for state changes
InsertTransitionBarriers(pass, passIdx);
}
#if DEBUG
Console.WriteLine($"Total Barriers: {_barriers.Count}");
Console.WriteLine("==========================\n");
#endif
}
/// <summary>
/// Inserts aliasing barriers when a physical resource is reused.
/// </summary>
private void InsertAliasingBarriers(RenderGraphPassBase pass, int passIdx)
{
// Check all resources written by this pass
for (var i = 0; i < pass.resourceWrites.Count; i++)
{
var id = pass.resourceWrites[i];
var resource = _resources.GetResource(id);
// Skip imported resources
if (resource.isImported)
continue;
// Check if this is the first use of this logical resource
if (resource.firstUsePass == pass.index)
{
// Rent the physical resource
var physicalIndex = _aliasingManager.GetPhysicalResourceIndex(id.Value);
if (physicalIndex >= 0)
{
var physical = _aliasingManager.GetPhysicalResource(physicalIndex);
// If this physical resource has multiple aliased resources,
// we need an aliasing barrier when switching between them
if (physical != null && physical.aliasedLogicalResources.Count > 1)
{
// Find the resource that used this physical memory most recently before this pass
Identifier<RGResource> resourceBefore = default;
var mostRecentLastUse = -1;
foreach (var otherLogicalIndex in physical.aliasedLogicalResources)
{
if (otherLogicalIndex != id.Value)
{
var otherResource = _resources.GetTextureResourceByIndex(otherLogicalIndex);
// Check if this resource finished before our resource starts
if (otherResource.lastUsePass < pass.index &&
otherResource.lastUsePass > mostRecentLastUse)
{
mostRecentLastUse = otherResource.lastUsePass;
resourceBefore = otherLogicalIndex;
}
}
}
// If we found a previous resource, insert aliasing barrier
if (mostRecentLastUse >= 0)
{
var barrier = ResourceBarrier.CreateAliasingBarrier(
resourceBefore,
id,
passIdx
);
_barriers.Add(barrier);
#if DEBUG
Console.WriteLine($" {barrier}");
#endif
}
}
}
}
}
}
/// <summary>
/// Inserts transition barriers when a resource changes state.
/// </summary>
private void InsertTransitionBarriers(RenderGraphPassBase pass, int passIdx)
{
// Process reads (transition to shader resource)
for (var i = 0; i < pass.resourceReads.Count; i++)
{
var handle = pass.resourceReads[i];
InsertTransitionIfNeeded(handle, ResourceState.ShaderResource, passIdx);
}
switch (pass.type)
{
case RenderPassType.Raster:
for (var i = 0; i <= pass.maxColorIndex; i++)
{
var access = pass.colorAccess[i];
InsertTransitionIfNeeded(access.id.AsResource(), ResourceState.RenderTarget, passIdx);
}
if (pass.depthAccess.id.IsValid)
{
var depthAccess = pass.depthAccess;
InsertTransitionIfNeeded(depthAccess.id.AsResource(), ResourceState.DepthWrite, passIdx);
}
for (var i = 0; i < pass.randomAccess.Count; i++)
{
InsertTransitionIfNeeded(pass.randomAccess[i], ResourceState.UnorderedAccess, passIdx);
}
break;
case RenderPassType.Compute:
for (var i = 0; i < pass.resourceWrites.Count; i++)
{
var id = pass.resourceWrites[i];
InsertTransitionIfNeeded(id, ResourceState.UnorderedAccess, passIdx);
}
break;
}
}
/// <summary>
/// Inserts a transition barrier if the resource state changes.
/// </summary>
private void InsertTransitionIfNeeded(Identifier<RGResource> resource, ResourceState newState, int passIdx)
{
if (!_resourceStates.TryGetValue(resource.Value, out var currentState))
{
// First time seeing this resource, assume undefined
currentState = ResourceState.Common;
}
if (currentState != newState)
{
var barrier = ResourceBarrier.CreateTransitionBarrier(
resource,
currentState,
newState,
passIdx
);
_barriers.Add(barrier);
_resourceStates[resource.Value] = newState;
#if DEBUG
Console.WriteLine($" {barrier}");
#endif
}
}
/// <summary>
/// Executes all compiled passes.
/// </summary>
public void Execute()
{
if (!_compiled)
{
Compile();
}
// Execute each non-culled pass
var barrierIndex = 0;
for (var i = 0; i < _compiledPasses.Count; i++)
{
var pass = _compiledPasses[i];
// Execute all barriers for this pass
#if DEBUG
bool hasBarriers = false;
#endif
while (barrierIndex < _barriers.Count && _barriers[barrierIndex].PassIndex == i)
{
#if DEBUG
if (!hasBarriers)
{
Console.WriteLine($"\n=== Barriers before Pass {i}: {pass.name} ===");
hasBarriers = true;
}
var barrier = _barriers[barrierIndex];
if (barrier.Type == BarrierType.Transition)
{
_commandBuffer.ResourceBarrier(
barrier.Resource,
barrier.StateBefore,
barrier.StateAfter
);
}
else if (barrier.Type == BarrierType.Aliasing)
{
_commandBuffer.AliasBarrier(
barrier.ResourceBefore,
barrier.ResourceAfter
);
}
#endif
// In a real implementation, you would execute the barrier here:
// ExecuteBarrier(_barriers[barrierIndex]);
barrierIndex++;
}
#if DEBUG
if (hasBarriers)
{
Console.WriteLine("=====================================\n");
}
#endif
pass.Execute(_renderContext);
}
}
}