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

241 lines
8.4 KiB
C#

using Ghost.Core;
using System.Diagnostics;
namespace Ghost.RenderGraph.Concept;
[Flags]
public enum AccessFlags
{
None = 0,
Read = 1 << 0,
Write = 1 << 1,
ReadWrite = Read | Write,
}
public interface IRenderGraphBuilder : IDisposable
{
/// <summary>
/// Enables or disables pass culling for the current context.
/// </summary>
/// <param name="value">A value indicating whether pass culling is allowed.</param>
void AllowPassCulling(bool value);
/// <summary>
/// Creates a new texture resource based on the specified descriptor.
/// </summary>
/// <param name="descriptor">A structure that defines the properties and configuration of the texture to create.</param>
/// <returns>An identifier for the newly created texture resource.</returns>
Identifier<RGTexture> CreateTexture(in TextureDescriptor descriptor);
/// <summary>
/// Registers the specified texture for use in the current render graph pass with the given access mode.
/// </summary>
/// <param name="texture">The identifier of the texture to be used in the render graph pass.</param>
/// <param name="accessMode">The access mode specifying how the texture will be read or written during the pass.</param>
/// <returns>An identifier for the texture.</returns>
Identifier<RGTexture> UseTexture(Identifier<RGTexture> texture, AccessFlags accessMode);
}
public interface IRasterRenderGraphBuilder : IRenderGraphBuilder
{
/// <summary>
/// Binds a texture for random access operations within the current rendering pass.
/// </summary>
/// <param name="texture">The identifier of the texture to be used for random access.</param>
/// <returns>An identifier for the texture.</returns>
Identifier<RGTexture> UseRandomAccessTexture(Identifier<RGTexture> texture);
/// <summary>
/// Specifies that the given buffer will be used for random access operations with the specified access mode within the current context.
/// </summary>
/// <param name="buffer">An identifier for the buffer to be used for random access. Must reference a valid buffer resource.</param>
/// <returns>An identifier for the buffer.</returns>
Identifier<RGBuffer> UseRandomAccessBuffer(Identifier<RGBuffer> buffer);
/// <summary>
/// Sets the color attachment at the specified index to the given texture.
/// </summary>
/// <param name="texture">The identifier of the texture to use as the color attachment.</param>
/// <param name="index">The zero-based index of the color attachment to set.</param>
void SetColorAttachment(Identifier<RGTexture> texture, int index);
/// <summary>
/// Sets the depth attachment for the current render pass using the specified texture.
/// </summary>
/// <param name="texture">The identifier of the texture to use as the depth attachment. Cannot be null.</param>
void SetDepthAttachment(Identifier<RGTexture> texture);
/// <summary>
/// Sets the function used to render a pass with the specified pass data and render context.
/// </summary>
/// <typeparam name="TPassData">The type of data associated with the render pass.</typeparam>
/// <param name="renderFunc">The delegate that defines the rendering logic for the pass.</param>
void SetRenderFunc<TPassData>(Action<TPassData, RasterRenderContext> renderFunc)
where TPassData : class, new();
}
public interface IComputeRenderGraphBuilder : IRenderGraphBuilder
{
/// <summary>
/// Enables or disables asynchronous compute operations.
/// </summary>
/// <param name="value">true to enable asynchronous compute; otherwise, false.</param>
void EnableAsyncCompute(bool value);
/// <summary>
/// Sets the render function to be invoked during the compute rendering process.
/// </summary>
/// <typeparam name="TPassData">The type of the data object passed to the render function.</typeparam>
/// <param name="renderFunc">The delegate that defines the rendering logic to execute.</param>
void SetRenderFunc<TPassData>(Action<TPassData, ComputeRenderContext> renderFunc)
where TPassData : class, new();
}
internal class RenderGraphBuilder : IRasterRenderGraphBuilder, IComputeRenderGraphBuilder
{
private RenderGraph _graph = null!;
private RenderGraphPassBase _pass = null!;
private RenderGraphResourceRegistry _resources = null!;
private bool _disposed;
internal void Init(RenderGraph graph, RenderGraphPassBase pass, RenderGraphResourceRegistry resources)
{
_graph = graph;
_pass = pass;
_resources = resources;
_disposed = false;
}
private void ThrowIfDisposed()
{
ObjectDisposedException.ThrowIf(_disposed, this);
}
private Identifier<RGResource> UseResource(Identifier<RGResource> resource, AccessFlags accessFlags)
{
if (accessFlags.HasFlag(AccessFlags.Read))
{
_pass.resourceReads.Add(resource);
_resources.AddConsumer(resource, _pass.index);
}
if (accessFlags.HasFlag(AccessFlags.Write))
{
_pass.resourceWrites.Add(resource);
_resources.SetProducer(resource, _pass.index);
}
return resource;
}
public void AllowPassCulling(bool value)
{
_pass.allowCulling = value;
}
public void EnableAsyncCompute(bool value)
{
_pass.asyncCompute = value;
}
public Identifier<RGTexture> CreateTexture(in TextureDescriptor descriptor)
{
ThrowIfDisposed();
var handle = _resources.CreateTexture(descriptor);
_pass.resourceCreates.Add(handle.AsResource());
_resources.SetProducer(handle.AsResource(), _pass.index);
return handle;
}
public Identifier<RGTexture> UseTexture(Identifier<RGTexture> texture, AccessFlags flags)
{
ThrowIfDisposed();
return UseResource(texture.AsResource(), flags).AsTexture();
}
public Identifier<RGTexture> UseRandomAccessTexture(Identifier<RGTexture> texture)
{
ThrowIfDisposed();
var resource = texture.AsResource();
UseResource(resource, AccessFlags.ReadWrite);
_pass.randomAccess.Add(resource);
return texture;
}
public Identifier<RGBuffer> UseRandomAccessBuffer(Identifier<RGBuffer> buffer)
{
ThrowIfDisposed();
var resource = buffer.AsResource();
UseResource(resource, AccessFlags.ReadWrite);
_pass.randomAccess.Add(resource);
return buffer;
}
public void SetColorAttachment(Identifier<RGTexture> texture, int index)
{
ThrowIfDisposed();
Debug.Assert(index >= 0 && index < _pass.colorAccess.Length, "Color attachment index out of range.");
var id = UseTexture(texture, AccessFlags.Write);
if (_pass.colorAccess[index].id == id || _pass.colorAccess[index].id.IsInvalid)
{
_pass.maxColorIndex = Math.Max(_pass.maxColorIndex, index);
_pass.colorAccess[index] = new TextureAccess(id, AccessFlags.Write);
}
else
{
throw new InvalidOperationException($"Color attachment at index {index} is already set to a different texture.");
}
}
public void SetDepthAttachment(Identifier<RGTexture> texture)
{
ThrowIfDisposed();
var id = UseTexture(texture, AccessFlags.Write);
if (_pass.depthAccess.id == id || _pass.depthAccess.id.IsInvalid)
{
_pass.depthAccess = new TextureAccess(id, AccessFlags.Write);
}
else
{
throw new InvalidOperationException("Depth attachment is already set to a different texture.");
}
}
public void SetRenderFunc<TPassData>(Action<TPassData, RasterRenderContext> renderFunc)
where TPassData : class, new()
{
((RasterRenderGraphPass<TPassData>)_pass).renderFunc = renderFunc;
}
public void SetRenderFunc<TPassData>(Action<TPassData, ComputeRenderContext> renderFunc)
where TPassData : class, new()
{
((ComputeRenderGraphPass<TPassData>)_pass).renderFunc = renderFunc;
}
public void Dispose()
{
if (_disposed)
{
return;
}
if (!_pass.HasRenderFunc())
{
throw new InvalidOperationException("RenderGraphBuilder must be disposed after setting up the render function.");
}
_graph = null!;
_pass = null!;
_resources = null!;
_disposed = true;
}
}