GhostEngine Render Graph: major refactor & Unity RG ref

- Major architectural refactor for performance, extensibility, and feature completeness: resource pooling, pass culling, aliasing, and compilation caching.
- Introduces type-safe builder and context APIs, blackboard pattern, and unified resource management.
- Adds detailed documentation and cleans up obsolete files and APIs.
- Includes (commented) Unity Render Graph source for reference; not compiled, for parity and future extension.
This commit is contained in:
2026-01-11 23:43:17 +09:00
parent 87e315a588
commit 1fc9df1812
30 changed files with 7536 additions and 1545 deletions

View File

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using System.Diagnostics.CodeAnalysis;
namespace Ghost.RenderGraph.Concept;
/// <summary>
/// Represents cached compilation results for a render graph.
/// This avoids recompiling the graph when the structure hasn't changed.
/// </summary>
internal sealed class CachedCompilation
{
// Compiled pass indices (indices into the _passes list)
public readonly List<int> CompiledPassIndices = new(64);
// Culling decisions for each pass
public readonly List<bool> PassCulledFlags = new(64);
// Physical resource aliasing mappings (logical index -> physical index)
public readonly Dictionary<int, int> LogicalToPhysical = new(128);
// Physical resource metadata
public readonly List<PhysicalResourceData> PhysicalResources = new(32);
// Resource barriers
public readonly List<ResourceBarrier> Barriers = new(128);
// Resource state mappings (for barrier generation)
public readonly Dictionary<int, ResourceState> ResourceStates = new(128);
public void Clear()
{
CompiledPassIndices.Clear();
PassCulledFlags.Clear();
LogicalToPhysical.Clear();
PhysicalResources.Clear();
Barriers.Clear();
ResourceStates.Clear();
}
}
/// <summary>
/// Physical resource data for caching.
/// </summary>
internal struct PhysicalResourceData
{
public int Index;
public int Width;
public int Height;
public TextureFormat Format;
public int FirstUsePass;
public int LastUsePass;
}
/// <summary>
/// Manages compilation caching for render graphs.
/// Stores compiled results and allows cache hits when graph structure is unchanged.
/// </summary>
internal sealed class RenderGraphCompilationCache
{
private ulong _cachedHash;
private readonly CachedCompilation _cached = new();
private bool _hasCachedData;
// Statistics
public int CacheHits { get; private set; }
public int CacheMisses { get; private set; }
/// <summary>
/// Attempts to retrieve cached compilation results.
/// </summary>
public bool TryGetCached(ulong hash, [MaybeNullWhen(false)] out CachedCompilation result)
{
if (_hasCachedData && _cachedHash == hash)
{
result = _cached;
CacheHits++;
return true;
}
result = null;
CacheMisses++;
return false;
}
/// <summary>
/// Stores compilation results in the cache.
/// </summary>
public void Store(ulong hash, CachedCompilation data)
{
_cachedHash = hash;
_hasCachedData = true;
// Deep copy the data
_cached.Clear();
_cached.CompiledPassIndices.AddRange(data.CompiledPassIndices);
_cached.PassCulledFlags.AddRange(data.PassCulledFlags);
foreach (var kvp in data.LogicalToPhysical)
{
_cached.LogicalToPhysical[kvp.Key] = kvp.Value;
}
_cached.PhysicalResources.AddRange(data.PhysicalResources);
_cached.Barriers.AddRange(data.Barriers);
foreach (var kvp in data.ResourceStates)
{
_cached.ResourceStates[kvp.Key] = kvp.Value;
}
}
/// <summary>
/// Invalidates the cache, forcing recompilation on next Compile().
/// </summary>
public void Invalidate()
{
_hasCachedData = false;
_cachedHash = 0;
_cached.Clear();
}
/// <summary>
/// Gets cache statistics for debugging.
/// </summary>
public (int hits, int misses, double hitRate) GetStatistics()
{
int total = CacheHits + CacheMisses;
double hitRate = total > 0 ? (double)CacheHits / total : 0.0;
return (CacheHits, CacheMisses, hitRate);
}
}