Files
GhostEngine/Ghost.Entities/Templates/EntityQuery.JobEntity.tt
Misaki 92b966fe0d Render graph integration and resource management refactor
Introduces a full-featured render graph system with pass culling, resource aliasing, and automatic barrier generation. Refactors resource and barrier APIs, improves error handling, and unifies result types. Renderer and render passes now use the new graph-based workflow. Updates shader includes, adds a blit shader, and improves HLSL parsing. Removes dynamic descriptor heaps in favor of persistent ones. Project file now includes the render graph module. Lays the foundation for advanced rendering features and improved memory efficiency.
2026-01-21 18:32:03 +09:00

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<#@ template language="C#" #>
<#@ output extension="gen.cs" #>
<#@ assembly name="System.Core" #>
<#@ import namespace="System.Linq" #>
<#@ import namespace="System.Text" #>
<#@ include file="Helpers.ttinclude" #>
using Ghost.Core;
using Misaki.HighPerformance.Jobs;
using Misaki.HighPerformance.LowLevel.Collections;
namespace Ghost.Entities;
<# for (var i = 1; i <= Amount; i++)
{
var generics = AppendGenerics(i);
var restrictions = AppendGenericRestrictionsMultiline(i, "unmanaged, IComponent", 1);
#>
public interface IJobEntity<<#= generics #>>
<#= restrictions #>
{
void Execute(Entity entity, <#= AppendParameters(i, "ref T{0} component{0}") #>, int threadIndex);
}
internal unsafe struct JobEntityBatch<TJob, <#= generics #>> : IJobParallelFor
where TJob : unmanaged, IJobEntity<<#= generics #>>
<#= restrictions #>
{
public fixed int componentIDs[<#= i #>];
public fixed bool componentRW[<#= i #>];
public TJob userJob;
public UnsafeList<IntPtr> chunks;
public UnsafeList<IntPtr> chunkVersions;
public UnsafeList<int> chunkCount;
public UnsafeList<int> entityOffset;
<# for (var j = 0; j < i; j++){ #>
public UnsafeList<int> offsets<#= j #>;
public UnsafeList<int> bitsOffsets<#= j #>;
public UnsafeList<int> versionindices<#= j #>;
<# } #>
public int version;
public void Execute(int loopIndex, int threadIndex)
{
// 1. Get the specific pChunk for this thread
var pChunk = (byte*)chunks[loopIndex];
var pVersions = (int*)chunkVersions[loopIndex];
var count = chunkCount[loopIndex];
<# for (var j = 0; j < i; j++){ #>
var off<#= j #> = offsets<#= j #>[loopIndex];
var enableOff<#= j #> = bitsOffsets<#= j #>[loopIndex];
var versionIndex<#= j #> = versionindices<#= j #>[loopIndex];
<# } #>
var pEntity = (Entity*)(pChunk + entityOffset[loopIndex]);
<# for (var j = 0; j < i; j++){ #>
var ptr<#= j #> = (<#= "T" + j #>*)(pChunk + off<#= j #>);
<# } #>
// 2. Update versions for RW components
<# for (var j = 0; j < i; j++){ #>
if (componentRW[<#= j #>])
{
pVersions[versionIndex<#= j #>] = version;
}
<# } #>
// 3. Iterate all entities in this chunk
for (var i = 0; i < count; i++)
{
<# for (var j = 0; j < i; j++){ #>
if (enableOff<#= j #> != -1 && !EntityQuery.CheckBit(pChunk + enableOff<#= j #>, i))
{
continue;
}
<# } #>
userJob.Execute(pEntity[i], <#= AppendParameters(i, "ref ptr{0}[i]") #>, threadIndex);
}
}
}
<# } #>
public unsafe partial struct EntityQuery
{
<# for (var i = 1; i <= Amount; i++)
{
var generics = AppendGenerics(i);
var restrictions = AppendGenericRestrictionsMultiline(i, "unmanaged, IComponent", 2);
#>
private struct DisposeJobEntity<#= i #> : IJob
{
public UnsafeList<IntPtr> chunks;
public UnsafeList<IntPtr> chunkVersions;
public UnsafeList<int> chunkEntityCounts;
public UnsafeList<int> entityOffsets;
<# for (var j = 0; j < i; j++){ #>
public UnsafeList<int> offsets<#= j #>;
public UnsafeList<int> bitsOffsets<#= j #>;
public UnsafeList<int> versionindices<#= j #>;
<# } #>
public void Execute(int threadIndex)
{
chunks.Dispose();
chunkVersions.Dispose();
chunkEntityCounts.Dispose();
entityOffsets.Dispose();
<# for (var j = 0; j < i; j++){ #>
offsets<#= j #>.Dispose();
bitsOffsets<#= j #>.Dispose();
versionindices<#= j #>.Dispose();
<# } #>
}
}
public JobHandle ScheduleEntityParallel<TJob, <#= generics #>>(TJob jobData, int batchSize, JobHandle dependency)
where TJob : unmanaged, IJobEntity<<#= generics #>>
<#= restrictions #>
{
var world = World.GetWorld(_worldID);
if (world is null)
{
return JobHandle.Invalid;
}
if (world.JobScheduler == null)
{
throw new InvalidOperationException("The World has no JobScheduler assigned.");
}
// 1. Flatten the World
var chunks = new UnsafeList<IntPtr>(128, JobScheduler.TempAllocatorHandle);
var chunkVersions = new UnsafeList<IntPtr>(128, JobScheduler.TempAllocatorHandle);
var chunkEntityCounts = new UnsafeList<int>(128, JobScheduler.TempAllocatorHandle);
var entityOffsets = new UnsafeList<int>(128, JobScheduler.TempAllocatorHandle);
<# for (var j = 0; j < i; j++){ #>
var offsets<#= j #> = new UnsafeList<int>(128, JobScheduler.TempAllocatorHandle);
var bitsOffsets<#= j #> = new UnsafeList<int>(128, JobScheduler.TempAllocatorHandle);
var versionIndices<#= j #> = new UnsafeList<int>(128, JobScheduler.TempAllocatorHandle);
<# } #>
// Iterate the Query's matching archetypes
foreach (var archID in _matchingArchetypes)
{
ref var arch = ref world.ComponentManager.GetArchetypeReference(archID);
if (arch.ChunkCount == 0)
{
continue;
}
// Get offsets ONCE per archetype
<# for (var j = 0; j < i; j++){ #>
var layout<#= j #> = arch.GetLayout(ComponentTypeID<T<#= j #>>.Value)
.GetValueOrThrow();
<# } #>
// Add all chunks from this archetype
for (var i = 0; i < arch.ChunkCount; i++)
{
ref var chunkRef = ref arch.GetChunkReference(i);
chunks.Add((IntPtr)chunkRef.GetUnsafePtr());
chunkVersions.Add((IntPtr)chunkRef.GetVersionUnsafePtr());
chunkEntityCounts.Add(chunkRef._count);
entityOffsets.Add(arch.EntityIDsOffset);
<# for (var j = 0; j < i; j++){ #>
offsets<#= j #>.Add(layout<#= j #>.offset);
bitsOffsets<#= j #>.Add(layout<#= j #>.enableBitsOffset);
versionIndices<#= j #>.Add(layout<#= j #>.versionIndex);
<# } #>
}
}
// 2. Create the Runner
var runner = new JobEntityBatch<TJob, <#= generics #>>
{
userJob = jobData,
chunks = chunks,
chunkVersions = chunkVersions,
chunkCount = chunkEntityCounts,
entityOffset = entityOffsets,
<# for (var j = 0; j < i; j++){ #>
offsets<#= j #> = offsets<#= j #>,
bitsOffsets<#= j #> = bitsOffsets<#= j #>,
versionindices<#= j #> = versionIndices<#= j #>,
<# } #>
version = world.Version,
};
runner.componentIDs[0] = ComponentTypeID<T0>.Value;
var it = _mask.writeAccess.GetIterator();
while (it.Next(out var id))
{
for (var i =0; i < 1; i++)
{
if (id == runner.componentIDs[i])
{
runner.componentRW[i] = true;
break;
}
}
}
var jobHandle = world.JobScheduler.ScheduleParallel(ref runner, chunks.Count, batchSize, dependency);
// 3. Dispose the temp lists
var disposeJob = new DisposeJobEntity<#= i #>
{
chunks = chunks,
chunkVersions = chunkVersions,
chunkEntityCounts = chunkEntityCounts,
entityOffsets = entityOffsets,
<# for (var j = 0; j < i; j++){ #>
offsets<#= j #> = offsets<#= j #>,
bitsOffsets<#= j #> = bitsOffsets<#= j #>,
versionindices<#= j #> = versionIndices<#= j #>,
<# } #>
};
world.JobScheduler.Schedule(ref disposeJob, jobHandle);
return jobHandle;
}
<# } #>
}