Render graph: native pass merging & heap-based aliasing

Major architecture upgrade:
- Add native render pass merging (hardware pass grouping, load/store op inference)
- Implement heap-based aliasing for textures & buffers (D3D12-style)
- Unify resource model: buffers and textures in one registry
- Extend builder API for buffer creation/usage, access flags, hints
- Improve barrier/state tracking (buffer hints, indirect argument state)
- Update caching, hashing, and debug output for new model
- Add enums/structs: AttachmentLoadOp, StoreOp, BufferHint, etc.
- D3D12 backend: support named resources, temp upload buffers, correct heap usage
- Update docs, benchmarks, and project files for new features

Brings render graph closer to AAA engine standards, enabling efficient memory usage, lower driver overhead, and a more flexible API.
This commit is contained in:
2026-01-16 01:59:33 +09:00
parent ac36bbf8c7
commit 1c155f962c
51 changed files with 2002 additions and 2314 deletions

View File

@@ -2,6 +2,7 @@ using Ghost.Core;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
using System.IO.Hashing;
using System.Runtime.CompilerServices;
using TerraFX.Interop.Windows;
namespace Ghost.RenderGraph.Concept;
@@ -21,6 +22,7 @@ public sealed class RenderGraph
private readonly RenderGraphObjectPool _objectPool = new();
private readonly List<RenderGraphPassBase> _passes = new(64);
private readonly List<RenderGraphPassBase> _compiledPasses = new(64);
private readonly List<NativeRenderPass> _nativePasses = new(32);
private readonly RenderGraphBuilder _builder = new();
private readonly MockCommandBuffer _commandBuffer = new();
private readonly RenderContext _renderContext;
@@ -68,8 +70,16 @@ public sealed class RenderGraph
// Clear compiled passes list
_compiledPasses.Clear();
// Return native passes to pool
for (var i = 0; i < _nativePasses.Count; i++)
{
_objectPool.Return(_nativePasses[i]);
}
_nativePasses.Clear();
_compiled = false;
}
}
/// <summary>
/// Imports an external texture into the render graph.
@@ -78,6 +88,14 @@ public sealed class RenderGraph
{
return _resources.ImportTexture(descriptor);
}
/// <summary>
/// Imports an external buffer into the render graph.
/// </summary>
public Identifier<RGBuffer> ImportBuffer(BufferDescriptor descriptor)
{
return _resources.ImportBuffer(descriptor);
}
public IRasterRenderGraphBuilder AddRasterRenderPass<TPassData>(string name, out TPassData passData)
where TPassData : class, new()
@@ -119,13 +137,13 @@ public sealed class RenderGraph
*(pData + offset) = resource.isImported ? (byte)1 : (byte)0;
offset += sizeof(byte);
*(TextureFormat*)(pData + offset) = resource.descriptor.format;
*(TextureFormat*)(pData + offset) = resource.textureDescriptor.format;
offset += sizeof(TextureFormat);
*(int*)(pData + offset) = resource.descriptor.width;
*(int*)(pData + offset) = resource.textureDescriptor.width;
offset += sizeof(int);
*(int*)(pData + offset) = resource.descriptor.height;
*(int*)(pData + offset) = resource.textureDescriptor.height;
offset += sizeof(int);
return offset;
@@ -159,11 +177,17 @@ public sealed class RenderGraph
// Hash depth attachment
offset = ComputeTextureHash(pData, offset, pass.depthAccess.id);
pData[offset] = (byte)pass.depthAccess.accessFlags;
offset += sizeof(AccessFlags);
*(int*)(pData + offset) = pass.maxColorIndex;
offset += sizeof(int);
for (var j = 0; j <= pass.maxColorIndex; j++)
{
offset = ComputeTextureHash(pData, offset, pass.colorAccess[j].id);
pData[offset] = (byte)pass.colorAccess[j].accessFlags;
offset += sizeof(AccessFlags);
}
for (var j = 0; j < (int)RenderGraphResourceType.Count; j++)
@@ -195,27 +219,31 @@ public sealed class RenderGraph
*(int*)(pData + offset) = createList[k].Value;
offset += sizeof(int);
}
*(int*)(pData + offset) = pass.randomAccess.Count;
offset += sizeof(int);
for (var k = 0; k < pass.randomAccess.Count; k++)
{
*(int*)(pData + offset) = pass.randomAccess[k].Value;
offset += sizeof(int);
}
// Hash buffer hints (important for correct barrier generation)
*(int*)(pData + offset) = pass.bufferHints.Count;
offset += sizeof(int);
foreach (var kvp in pass.bufferHints)
{
*(int*)(pData + offset) = kvp.Key; // Buffer resource ID
offset += sizeof(int);
*(int*)(pData + offset) = (int)kvp.Value; // BufferHint flags
offset += sizeof(int);
}
}
*(int*)(pData + offset) = pass.GetRenderFuncHashCode();
offset += sizeof(int);
}
//// Hash resource descriptors
//for (var j = 0; j < _resources.TextureResourceCount; j++)
//{
// var resource = _resources.GetTextureResourceByIndex(j);
// *(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);
}
@@ -316,8 +344,11 @@ public sealed class RenderGraph
// Step 6: Generate barriers for state transitions and aliasing
GenerateBarriers();
// Step 7: Build native render passes by merging compatible passes
BuildNativeRenderPasses();
// Step 7: Store in cache for future frames
// Step 8: Store in cache for future frames
StoreInCache(graphHash);
_compiled = true;
@@ -343,7 +374,7 @@ public sealed class RenderGraph
}
// Restore aliasing mappings (need to update ResourceAliasingManager)
_aliasingManager.RestoreFromCache(cached.logicalToPhysical, cached.physicalResources);
_aliasingManager.RestoreFromCache(cached.logicalToPhysical, cached.placedResources);
// Restore barriers (deep copy to avoid shared references)
_barriers.Clear();
@@ -380,7 +411,7 @@ public sealed class RenderGraph
}
// Store aliasing mappings
_aliasingManager.StoreToCache(cacheData.logicalToPhysical, cacheData.physicalResources);
_aliasingManager.StoreToCache(cacheData.logicalToPhysical, cacheData.placedResources);
// Store barriers
for (var i = 0; i < _barriers.Count; i++)
@@ -476,65 +507,73 @@ public sealed class RenderGraph
}
/// <summary>
/// Inserts aliasing barriers when a physical resource is reused.
/// Inserts aliasing barriers when a placed 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++)
// Check all resources written by this pass (both textures and buffers)
for (var resType = 0; resType < (int)RenderGraphResourceType.Count; resType++)
{
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)
var writeList = pass.resourceWrites[resType];
for (var i = 0; i < writeList.Count; i++)
{
// Rent the physical resource
var physicalIndex = _aliasingManager.GetPhysicalResourceIndex(id.Value);
if (physicalIndex >= 0)
var id = writeList[i];
var resource = _resources.GetResource(id);
// Skip imported resources
if (resource.isImported)
{
var physical = _aliasingManager.GetPhysicalResource(physicalIndex);
continue;
}
// If this physical resource has multiple aliased resources,
// we need an aliasing barrier when switching between them
if (physical != null && physical.aliasedLogicalResources.Count > 1)
// Check if this is the first use of this logical resource
if (resource.firstUsePass == pass.index)
{
// Get the placed resource
var placedIndex = _aliasingManager.GetPlacedResourceIndex(id.Value);
if (placedIndex >= 0)
{
// Find the resource that used this physical memory most recently before this pass
Identifier<RGResource> resourceBefore = default;
var mostRecentLastUse = -1;
var placed = _aliasingManager.GetPlacedResource(placedIndex);
foreach (var otherLogicalIndex in physical.aliasedLogicalResources)
// If this placed resource has multiple aliased resources,
// we need an aliasing barrier when switching between them
if (placed != null && placed.aliasedLogicalResources.Count > 1)
{
if (otherLogicalIndex != id.Value)
// Find the resource that used this placed memory most recently before this pass
Identifier<RGResource> resourceBefore = default;
var mostRecentLastUse = -1;
foreach (var otherLogicalIndex in placed.aliasedLogicalResources)
{
var otherResource = _resources.GetTextureResourceByIndex(otherLogicalIndex);
// Check if this resource finished before our resource starts
if (otherResource.lastUsePass < pass.index &&
otherResource.lastUsePass > mostRecentLastUse)
if (otherLogicalIndex != id.Value)
{
mostRecentLastUse = otherResource.lastUsePass;
resourceBefore = otherLogicalIndex;
// Get resource by global index
var otherResource = _resources.GetResourceByIndex(otherLogicalIndex);
// Check if this resource finished before our resource starts
if (otherResource.lastUsePass < pass.index &&
otherResource.lastUsePass > mostRecentLastUse)
{
mostRecentLastUse = otherResource.lastUsePass;
resourceBefore = new Identifier<RGResource>(otherLogicalIndex);
}
}
}
}
// If we found a previous resource, insert aliasing barrier
if (mostRecentLastUse >= 0)
{
var barrier = ResourceBarrier.CreateAliasingBarrier(
resourceBefore,
id,
passIdx
);
_barriers.Add(barrier);
// 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($" {barrier}");
Console.WriteLine($" {barrier}");
#endif
}
}
}
}
@@ -547,14 +586,15 @@ public sealed class RenderGraph
/// </summary>
private void InsertTransitionBarriers(RenderGraphPassBase pass, int passIdx)
{
// Process reads (transition to shader resource)
// Process reads (transition to appropriate state based on resource type and hints)
for (var i = 0; i < (int)RenderGraphResourceType.Count; i++)
{
var readList = pass.resourceReads[i];
for (var j = 0; j < readList.Count; j++)
{
var handle = readList[j];
InsertTransitionIfNeeded(handle, ResourceState.ShaderResource, passIdx);
var state = GetBufferReadState(handle, pass, (RenderGraphResourceType)i);
InsertTransitionIfNeeded(handle, state, passIdx);
}
}
@@ -623,7 +663,386 @@ public sealed class RenderGraph
}
/// <summary>
/// Executes all compiled passes.
/// Determines the appropriate resource state for a buffer read operation based on usage hints.
/// </summary>
private ResourceState GetBufferReadState(Identifier<RGResource> handle, RenderGraphPassBase pass, RenderGraphResourceType resourceType)
{
// Textures always use ShaderResource state
if (resourceType == RenderGraphResourceType.Texture)
{
return ResourceState.ShaderResource;
}
// Check for buffer-specific usage hints
if (pass.bufferHints.TryGetValue(handle.Value, out var hint))
{
if (hint.HasFlag(BufferHint.IndirectArgument))
{
return ResourceState.IndirectArgument;
}
}
// Default: ByteAddressBuffer read (SRV) - matches bindless architecture
return ResourceState.ShaderResource;
}
/// <summary>
/// Builds native render passes by merging compatible consecutive raster passes.
/// Uses conservative merging: only merge passes with identical attachments and no barriers between them.
/// </summary>
private void BuildNativeRenderPasses()
{
// Clear previous native passes
for (var i = 0; i < _nativePasses.Count; i++)
{
_objectPool.Return(_nativePasses[i]);
}
_nativePasses.Clear();
NativeRenderPass? currentNativePass = null;
for (var i = 0; i < _compiledPasses.Count; i++)
{
var pass = _compiledPasses[i];
// Only raster passes can be merged into native render passes
// Compute passes break the current native render pass
if (pass.type != RenderPassType.Raster)
{
// Close current native pass if open
if (currentNativePass != null)
{
_nativePasses.Add(currentNativePass);
currentNativePass = null;
}
continue; // Compute passes execute outside native render passes
}
// Check if we can merge with current native pass
if (currentNativePass != null && CanMergePasses(currentNativePass, pass, i))
{
// Merge into existing native pass
currentNativePass.mergedPassIndices.Add(i);
currentNativePass.lastLogicalPass = i;
}
else
{
// Start new native pass
if (currentNativePass != null)
{
_nativePasses.Add(currentNativePass);
}
currentNativePass = CreateNativePass(pass, i);
}
}
// Add final native pass
if (currentNativePass != null)
{
_nativePasses.Add(currentNativePass);
}
// Infer load/store operations for all native passes
for (var i = 0; i < _nativePasses.Count; i++)
{
InferLoadStoreOps(_nativePasses[i]);
}
#if DEBUG
Console.WriteLine("\n=== Native Render Passes ===");
Console.WriteLine($"Logical passes: {_compiledPasses.Count}");
Console.WriteLine($"Native passes: {_nativePasses.Count}");
for (var i = 0; i < _nativePasses.Count; i++)
{
var nativePass = _nativePasses[i];
Console.WriteLine($"\nNative Pass {i}:");
Console.WriteLine($" Merged passes: [{string.Join(", ", nativePass.mergedPassIndices)}]");
Console.WriteLine($" Color attachments: {nativePass.colorAttachmentCount}");
for (var j = 0; j < nativePass.colorAttachmentCount; j++)
{
Console.WriteLine($" [{j}] {nativePass.colorAttachments[j].texture}");
}
if (nativePass.hasDepthAttachment)
{
Console.WriteLine($" Depth attachment: {nativePass.depthAttachment.texture}");
}
}
Console.WriteLine("============================\n");
#endif
}
/// <summary>
/// Creates a new native render pass from a logical pass.
/// </summary>
private NativeRenderPass CreateNativePass(RenderGraphPassBase pass, int passIndex)
{
var nativePass = _objectPool.Rent<NativeRenderPass>();
nativePass.Reset();
nativePass.index = _nativePasses.Count;
nativePass.mergedPassIndices.Add(passIndex);
nativePass.firstLogicalPass = passIndex;
nativePass.lastLogicalPass = passIndex;
nativePass.allowUAVWrites = pass.randomAccess.Count > 0;
// Copy color attachments
nativePass.colorAttachmentCount = pass.maxColorIndex + 1;
for (var i = 0; i <= pass.maxColorIndex; i++)
{
nativePass.colorAttachments[i] = new RenderTargetInfo
{
texture = pass.colorAccess[i].id,
access = pass.colorAccess[i].accessFlags
};
}
// Copy depth attachment
if (!pass.depthAccess.id.IsInvalid)
{
nativePass.hasDepthAttachment = true;
nativePass.depthAttachment = new DepthStencilInfo
{
texture = pass.depthAccess.id,
access = pass.depthAccess.accessFlags
};
}
return nativePass;
}
/// <summary>
/// Checks if a logical pass can be merged into an existing native render pass.
/// Conservative merging: only merge if attachments match and no barriers needed.
/// </summary>
private bool CanMergePasses(NativeRenderPass nativePass, RenderGraphPassBase pass, int passIndex)
{
// Don't merge if UAVs are involved (conservative)
if (pass.randomAccess.Count > 0 || nativePass.allowUAVWrites)
{
return false;
}
// Check if attachment configuration matches
if (!AttachmentsMatch(nativePass, pass))
{
return false;
}
// Check if barriers are needed between last merged pass and this pass
if (RequiresBarrierBetweenPasses(nativePass.lastLogicalPass, passIndex))
{
return false;
}
return true;
}
/// <summary>
/// Checks if the attachment configuration of a pass matches the native pass.
/// </summary>
private static bool AttachmentsMatch(NativeRenderPass nativePass, RenderGraphPassBase pass)
{
// Check color attachment count
if (nativePass.colorAttachmentCount != pass.maxColorIndex + 1)
{
return false;
}
// Check each color attachment
for (var i = 0; i < nativePass.colorAttachmentCount; i++)
{
if (nativePass.colorAttachments[i].texture != pass.colorAccess[i].id)
{
return false;
}
}
// Check depth attachment
if (nativePass.hasDepthAttachment != !pass.depthAccess.id.IsInvalid)
{
return false;
}
if (nativePass.hasDepthAttachment && nativePass.depthAttachment.texture != pass.depthAccess.id)
{
return false;
}
return true;
}
/// <summary>
/// Checks if any barriers are required between two passes that would prevent merging.
/// Only barriers affecting render targets prevent merging; SRV barriers are fine.
/// </summary>
private bool RequiresBarrierBetweenPasses(int passA, int passB)
{
var laterPass = _compiledPasses[passB];
// Build a set of render target resource IDs (color + depth)
var renderTargets = new HashSet<Identifier<RGResource>>();
for (var i = 0; i <= laterPass.maxColorIndex; i++)
{
if (!laterPass.colorAccess[i].id.IsInvalid)
{
renderTargets.Add(laterPass.colorAccess[i].id.AsResource());
}
}
if (!laterPass.depthAccess.id.IsInvalid)
{
renderTargets.Add(laterPass.depthAccess.id.AsResource());
}
// Check if any barriers for passB affect render targets
for (var i = 0; i < _barriers.Count; i++)
{
if (_barriers[i].PassIndex == passB)
{
// Only prevent merge if barrier affects a render target
if (renderTargets.Contains(_barriers[i].Resource))
{
return true; // Barrier affects render target, cannot merge
}
}
if (_barriers[i].PassIndex > passB)
{
break; // No more barriers for this pass
}
}
return false;
}
/// <summary>
/// Infers optimal load/store operations for all attachments in a native render pass.
/// Uses resource lifetime information to minimize memory bandwidth (critical for TBDR GPUs).
/// </summary>
private void InferLoadStoreOps(NativeRenderPass nativePass)
{
// Infer load/store ops for color attachments
for (var i = 0; i < nativePass.colorAttachmentCount; i++)
{
ref var attachment = ref nativePass.colorAttachments[i];
var resource = _resources.GetResource(attachment.texture);
var flags = attachment.access;
// ===== LOAD OP INFERENCE =====
// 1. WriteAll (Write | Discard): User guarantees full overwrite
if (flags.HasFlag(AccessFlags.Discard))
{
attachment.loadOp = AttachmentLoadOp.DontCare;
#if DEBUG
Console.WriteLine($" Color[{i}] LoadOp=DontCare (WriteAll/Discard flag)");
#endif
}
// 2. Read: Needs existing contents (e.g., blending)
else if (flags.HasFlag(AccessFlags.Read))
{
attachment.loadOp = AttachmentLoadOp.Load;
#if DEBUG
Console.WriteLine($" Color[{i}] LoadOp=Load (Read flag - blending)");
#endif
}
// 3. First use: Could use DontCare, but user didn't specify Discard flag
// Conservative: use Load to avoid bugs
else if (resource.firstUsePass == nativePass.firstLogicalPass)
{
attachment.loadOp = AttachmentLoadOp.Load;
#if DEBUG
Console.WriteLine($" Color[{i}] LoadOp=Load (first use, Write flag - conservative)");
#endif
}
// 4. Continuation from previous pass
else
{
attachment.loadOp = AttachmentLoadOp.Load;
#if DEBUG
Console.WriteLine($" Color[{i}] LoadOp=Load (continuation from previous pass)");
#endif
}
// ===== STORE OP INFERENCE =====
// Last use: No one needs it after this native pass
if (resource.lastUsePass == nativePass.lastLogicalPass)
{
attachment.storeOp = AttachmentStoreOp.DontCare;
#if DEBUG
Console.WriteLine($" Color[{i}] StoreOp=DontCare (last use - discard)");
#endif
}
// Intermediate: Store for future passes
else
{
attachment.storeOp = AttachmentStoreOp.Store;
#if DEBUG
Console.WriteLine($" Color[{i}] StoreOp=Store (used by later passes)");
#endif
}
}
// Infer load/store ops for depth attachment
if (nativePass.hasDepthAttachment)
{
ref var attachment = ref nativePass.depthAttachment;
var resource = _resources.GetResource(attachment.texture);
var flags = attachment.access;
// ===== LOAD OP INFERENCE =====
if (flags.HasFlag(AccessFlags.Discard))
{
attachment.loadOp = AttachmentLoadOp.DontCare;
#if DEBUG
Console.WriteLine($" Depth LoadOp=DontCare (WriteAll/Discard flag)");
#endif
}
else if (flags.HasFlag(AccessFlags.Read))
{
attachment.loadOp = AttachmentLoadOp.Load;
#if DEBUG
Console.WriteLine($" Depth LoadOp=Load (Read flag)");
#endif
}
else if (resource.firstUsePass == nativePass.firstLogicalPass)
{
attachment.loadOp = AttachmentLoadOp.Load;
#if DEBUG
Console.WriteLine($" Depth LoadOp=Load (first use, Write flag - conservative)");
#endif
}
else
{
attachment.loadOp = AttachmentLoadOp.Load;
#if DEBUG
Console.WriteLine($" Depth LoadOp=Load (continuation)");
#endif
}
// ===== STORE OP INFERENCE =====
// Depth is commonly discarded (depth-only passes, intermediate depth)
if (resource.lastUsePass == nativePass.lastLogicalPass)
{
attachment.storeOp = AttachmentStoreOp.DontCare;
#if DEBUG
Console.WriteLine($" Depth StoreOp=DontCare (last use)");
#endif
}
else
{
attachment.storeOp = AttachmentStoreOp.Store;
#if DEBUG
Console.WriteLine($" Depth StoreOp=Store (used later)");
#endif
}
}
}
/// <summary>
/// Executes all compiled passes using native render passes where possible.
/// </summary>
public void Execute()
{
@@ -632,55 +1051,111 @@ public sealed class RenderGraph
Compile();
}
// Execute each non-culled pass
var barrierIndex = 0;
for (var i = 0; i < _compiledPasses.Count; i++)
var nativePassIndex = 0;
var logicalPassIndex = 0;
while (logicalPassIndex < _compiledPasses.Count)
{
var pass = _compiledPasses[i];
// Execute all barriers for this pass
#if DEBUG
bool hasBarriers = false;
#endif
while (barrierIndex < _barriers.Count && _barriers[barrierIndex].PassIndex == i)
var pass = _compiledPasses[logicalPassIndex];
// Check if this pass is part of a native render pass
if (pass.type == RenderPassType.Raster && nativePassIndex < _nativePasses.Count)
{
#if DEBUG
if (!hasBarriers)
var nativePass = _nativePasses[nativePassIndex];
// Execute barriers for ALL merged passes before beginning the native render pass
foreach (var mergedPassIdx in nativePass.mergedPassIndices)
{
Console.WriteLine($"\n=== Barriers before Pass {i}: {pass.name} ===");
hasBarriers = true;
ExecuteBarriersForPass(mergedPassIdx, ref barrierIndex);
}
// Begin native render pass
_commandBuffer.BeginRenderPass(
nativePass.index,
nativePass.colorAttachmentCount,
nativePass.hasDepthAttachment
);
var barrier = _barriers[barrierIndex];
if (barrier.Type == BarrierType.Transition)
// Execute all merged logical passes within this native render pass
for (var i = 0; i < nativePass.mergedPassIndices.Count; i++)
{
_commandBuffer.ResourceBarrier(
barrier.Resource,
barrier.StateBefore,
barrier.StateAfter
);
}
else if (barrier.Type == BarrierType.Aliasing)
{
_commandBuffer.AliasBarrier(
barrier.ResourceBefore,
barrier.ResourceAfter
);
}
var mergedPassIdx = nativePass.mergedPassIndices[i];
var mergedPass = _compiledPasses[mergedPassIdx];
#if DEBUG
Console.WriteLine($"\n--- Executing Pass {mergedPassIdx}: {mergedPass.name} (in Native Pass {nativePass.index}) ---");
#endif
// In a real implementation, you would execute the barrier here:
// ExecuteBarrier(_barriers[barrierIndex]);
barrierIndex++;
mergedPass.Execute(_renderContext);
logicalPassIndex++;
}
// End native render pass
_commandBuffer.EndRenderPass();
nativePassIndex++;
}
#if DEBUG
if (hasBarriers)
else
{
Console.WriteLine("=====================================\n");
}
// Compute pass or standalone raster pass (not merged)
ExecuteBarriersForPass(logicalPassIndex, ref barrierIndex);
#if DEBUG
Console.WriteLine($"\n--- Executing Pass {logicalPassIndex}: {pass.name} (Standalone) ---");
#endif
pass.Execute(_renderContext);
pass.Execute(_renderContext);
logicalPassIndex++;
}
}
}
/// <summary>
/// Executes all barriers for a specific pass.
/// </summary>
private void ExecuteBarriersForPass(int passIndex, ref int barrierIndex)
{
#if DEBUG
bool hasBarriers = false;
#endif
while (barrierIndex < _barriers.Count && _barriers[barrierIndex].PassIndex == passIndex)
{
#if DEBUG
if (!hasBarriers)
{
var pass = _compiledPasses[passIndex];
Console.WriteLine($"\n=== Barriers before Pass {passIndex}: {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
}
}