Update render graph
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@@ -23,7 +23,7 @@ internal sealed class RenderGraphObjectPool
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private static ObjectPool<T> AllocatePool()
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{
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var newPool = new ObjectPool<T>(() => new T());
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var newPool = new ObjectPool<T>(() => new T(), null);
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// Storing instance to clear the static pool of the same type if needed
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s_allocatedPools.Add(new SharedObjectPool<T>());
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return newPool;
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@@ -42,6 +42,8 @@ internal sealed class RenderGraphObjectPool
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/// Rent a new instance from the pool.
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/// </summary>
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/// <returns></returns>
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// FIX: ObjectPool<T>.Rent() has a critical bug that it will put the newly created object into the pool directly and give out the same instance again.
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// This will cause multiple renters to get the same instance.
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public static T Rent() => s_pool.Rent();
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/// <summary>
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@@ -78,25 +80,25 @@ internal sealed class RenderGraphObjectPool
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internal sealed class RenderGraphResource
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{
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public RenderGraphResourceType type;
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public int Index;
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public TextureDescriptor Descriptor;
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public bool IsImported;
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public int FirstUsePass = -1;
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public int LastUsePass = -1;
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public int ProducerPass = -1;
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public List<int> ConsumerPasses = new(4);
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public int RefCount;
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public int index;
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public TextureDescriptor descriptor;
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public bool isImported;
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public int firstUsePass = -1;
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public int lastUsePass = -1;
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public int producerPass = -1;
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public List<int> consumerPasses = new(4);
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public int refCount;
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public void Reset()
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{
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Index = -1;
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Descriptor = default;
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IsImported = false;
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FirstUsePass = -1;
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LastUsePass = -1;
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ProducerPass = -1;
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ConsumerPasses.Clear();
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RefCount = 0;
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index = -1;
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descriptor = default;
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isImported = false;
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firstUsePass = -1;
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lastUsePass = -1;
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producerPass = -1;
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consumerPasses.Clear();
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refCount = 0;
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}
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}
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@@ -108,102 +110,73 @@ internal sealed class RenderGraphResourceRegistry
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{
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private readonly List<RenderGraphResource> _resources = new(64);
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private readonly RenderGraphObjectPool _pool = new();
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private int _textureResourceCount;
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public int TextureResourceCount => _textureResourceCount;
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public int TextureResourceCount => _resources.Count;
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public void BeginFrame()
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{
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// Don't clear the lists, just reset the count
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// This avoids reallocating the backing arrays
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_textureResourceCount = 0;
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for (var i = 0; i < _resources.Count; i++)
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{
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_pool.Return(_resources[i]);
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}
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_resources.Clear();
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}
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public Identifier<RGTexture> ImportTexture(TextureDescriptor descriptor)
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{
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var resource = GetOrCreateTextureResource();
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resource.Index = _textureResourceCount - 1;
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resource.Descriptor = descriptor;
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resource.IsImported = true;
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var resource = _pool.Rent<RenderGraphResource>();
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resource.type = RenderGraphResourceType.Texture;
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resource.index = _resources.Count;
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resource.descriptor = descriptor;
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resource.isImported = true;
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return new Identifier<RGTexture>(resource.Index);
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_resources.Add(resource);
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return new Identifier<RGTexture>(resource.index);
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}
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public Identifier<RGTexture> CreateTexture(TextureDescriptor descriptor)
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{
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var resource = GetOrCreateTextureResource();
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resource.Index = _textureResourceCount - 1;
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resource.Descriptor = descriptor;
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resource.IsImported = false;
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var resource = _pool.Rent<RenderGraphResource>();
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resource.type = RenderGraphResourceType.Texture;
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resource.index = _resources.Count;
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resource.descriptor = descriptor;
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resource.isImported = false;
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return new Identifier<RGTexture>(resource.Index);
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_resources.Add(resource);
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return new Identifier<RGTexture>(resource.index);
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}
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public RenderGraphResource GetResource(Identifier<RGResource> resource)
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{
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if (resource.Value < 0 || resource.Value >= _textureResourceCount)
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throw new ArgumentException($"Invalid texture handle: {resource}");
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return _resources[resource.Value];
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}
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public RenderGraphResource GetTextureResourceByIndex(int index)
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{
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if (index < 0 || index >= _textureResourceCount)
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throw new ArgumentException($"Invalid texture index: {index}");
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return _resources[index];
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}
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public void SetProducer(Identifier<RGResource> resourceID, int passIndex)
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{
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var resource = GetResource(resourceID);
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resource.ProducerPass = passIndex;
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if (resource.FirstUsePass < 0)
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resource.producerPass = passIndex;
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if (resource.firstUsePass < 0)
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{
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resource.FirstUsePass = passIndex;
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resource.firstUsePass = passIndex;
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}
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}
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public void AddConsumer(Identifier<RGResource> resourceID, int passIndex)
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{
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var resource = GetResource(resourceID);
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resource.ConsumerPasses.Add(passIndex);
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resource.LastUsePass = passIndex;
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if (resource.FirstUsePass < 0)
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resource.consumerPasses.Add(passIndex);
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resource.lastUsePass = passIndex;
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if (resource.firstUsePass < 0)
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{
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resource.FirstUsePass = passIndex;
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resource.firstUsePass = passIndex;
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}
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}
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private RenderGraphResource GetOrCreateTextureResource()
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{
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RenderGraphResource resource;
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if (_textureResourceCount < _resources.Count)
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{
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// Reuse existing slot
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resource = _resources[_textureResourceCount];
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resource.Reset();
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}
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else
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{
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// Need to grow the list
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resource = _pool.Rent<RenderGraphResource>();
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resource.Reset();
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_resources.Add(resource);
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}
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_textureResourceCount++;
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return resource;
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}
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public void Clear()
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{
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for (var i = 0; i < _resources.Count; i++)
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{
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_pool.Return(_resources[i]);
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}
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_resources.Clear();
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_textureResourceCount = 0;
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}
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}
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