Files
GhostEngine/Ghost.Graphics/RHI/IResourceAllocator.cs
Misaki e11a9ebb52 Refactor render graph: modular compilation & execution
Major overhaul of render graph system for modularity and performance:
- Split compilation and execution logic into dedicated classes (Compiler, Executor, NativePassBuilder, Barriers)
- Overhauled barrier system: now uses CompiledBarrier with target state only, querying before state at execution
- Resource size/alignment now queried from D3D12 device for accurate heap allocation
- ResourceDesc now includes Type field and asserts correct union access
- Centralized D3D12 interop logic in D3D12Utility extensions
- Added RenderGraphHasher for structural graph hashing and cache invalidation
- RenderGraph class simplified to orchestrate specialized components
- ResourceAliasingManager now uses allocator for size queries
- Compilation cache now stores compiled barriers, reducing memory usage
- Improved comments, debug assertions, and removed redundant code

Result: more maintainable, efficient, and robust render graph pipeline.
2026-01-23 18:12:52 +09:00

164 lines
5.4 KiB
C#

using Ghost.Core;
using Ghost.Core.Graphics;
using Ghost.Graphics.Core;
using Misaki.HighPerformance.LowLevel.Collections;
namespace Ghost.Graphics.RHI;
public enum ResourceAllocationType
{
Default,
Temporary,
Suballocation,
}
public struct CreationOptions
{
public ResourceAllocationType AllocationType
{
get; set;
}
public Handle<GPUResource> Heap
{
get; set;
}
public ulong Offset
{
get; set;
}
}
public enum HeapType
{
Default,
Upload,
Readback
}
public enum HeapFlags
{
None = 0,
AllowBuffers,
AllowTextures,
AllowRTAndDS,
AlowBufferAndTexture,
}
public struct AllocationDesc
{
public ulong Size
{
get; set;
}
public ulong Alignment
{
get; set;
}
public HeapType HeapType
{
get; set;
}
public HeapFlags HeapFlags
{
get; set;
}
}
public readonly struct ResourceSizeInfo
{
public ulong Size
{
get; init;
}
public ulong Alignment
{
get; init;
}
}
public interface IResourceAllocator : IDisposable
{
ResourceSizeInfo GetSizeInfo(ResourceDesc desc);
/// <summary>
/// Allocates a block of memory on the GPU
/// </summary>
/// <param name="desc">Allocation description</param>
/// <param name="name">Debug name of the allocation</param>
/// <returns>An <see cref="Handle{GPUResource}"/> point to the allocated memory</returns>
Handle<GPUResource> Allocate(ref readonly AllocationDesc desc, string name);
/// <summary>
/// Creates a texture resource
/// </summary>
/// <param name="desc">Texture description</param>
/// <param name="name">Debug name of the resource</param>
/// <param name="options">Additional options of the resource allocation</param>
/// <returns>An <see cref="Handle{Texture}"/> point to the resource</returns>
Handle<Texture> CreateTexture(ref readonly TextureDesc desc, string name, CreationOptions options = default);
/// <summary>
/// Creates a render Target for off-screen rendering
/// </summary>
/// <param name="desc">Render Target description</param>
/// <param name="name">Debug name of the resource</param>
/// <param name="options">Additional options of the resource allocation</param>
/// <returns>An <see cref="Handle{Texture}"/> point to the resource</returns>
Handle<Texture> CreateRenderTarget(ref readonly RenderTargetDesc desc, string name, CreationOptions options = default);
/// <summary>
/// Creates a buffer resource
/// </summary>
/// <param name="desc">Buffer description</param>
/// <param name="name">Debug name of the resource</param>
/// <param name="options">Additional options of the resource allocation</param>
/// <returns>An <see cref="Handle{GraphicsBuffer}"/> point to the resource</returns>
Handle<GraphicsBuffer> CreateBuffer(ref readonly BufferDesc desc, string name, CreationOptions options = default);
/// <summary>
/// Creates a temporary upload buffer of the specified size in bytes.
/// </summary>
/// <remarks>
/// This method has been optimized for frequent calls during frame updates. It efficiently manages memory to minimize fragmentation and overhead.
/// </remarks>
/// <param name="sizeInBytes">The size of the upload buffer to create, in bytes.</param>
/// <param name="offset">The offset within the upload buffer where the allocation begins.</param>
/// <returns>An <see cref="Handle{GraphicsBuffer}"/> pointing to the created upload buffer.</returns>
Handle<GraphicsBuffer> CreateTempUploadBuffer(ulong sizeInBytes, out ulong offset);
/// <summary>
/// Creates a new sampler object using the specified sampler description.
/// </summary>
/// <param name="desc">A read-only reference to a <see cref="SamplerDesc"/> structure that defines the properties of the sampler to be created.</param>
/// <returns>An <see cref="Identifier{Sampler}"/> that uniquely identifies the created sampler object.</returns>
Identifier<Sampler> CreateSampler(ref readonly SamplerDesc desc);
/// <summary>
/// Creates a new mesh from the specified vertex and index data.
/// </summary>
/// <param name="vertices">A UnsafeList containing the vertices that define the geometry of the mesh. Must contain at least one vertex.</param>
/// <param name="indices">A UnsafeList containing the indices that specify how vertices are connected to form primitives. Must contain at least one index.</param>
/// <returns>An <see cref="Identifier{Mesh}"/> representing the newly created mesh.</returns>
Handle<Mesh> CreateMesh(UnsafeList<Vertex> vertices, UnsafeList<uint> indices);
/// <summary>
/// Creates a new material instance using the specified shader.
/// </summary>
/// <param name="shader">The identifier of the shader to associate with the new material. Cannot be null.</param>
/// <returns>An <see cref="Identifier{Material}"/> representing the newly created material.</returns>
Handle<Material> CreateMaterial(Identifier<Shader> shader);
/// <summary>
/// Creates a new shader and returns its unique identifier.
/// </summary>
/// <returns>An <see cref="Identifier{Shader}"/> representing the newly created shader.</returns>
/// <param name="descriptor">The viewGroup containing the shader's properties and passes.</param>
Identifier<Shader> CreateGraphicsShader(ShaderDescriptor descriptor);
}