feat(engine): refactor resource mgmt & render pipeline

Refactors engine infrastructure for improved resource/service
management and render pipeline extensibility. Replaces World’s
resource API with a service-based API. Splits IGraphicsEngine’s
RenderFrame into BeginFrame/EndFrame. Adds support for pluggable
render pipelines in RenderSystem. Replaces disposed checks with
Debug.Assert in performance paths. Updates RenderExtractionSystem
and render loop for new APIs. Improves diagnostics and code clarity.

BREAKING CHANGE: Resource API replaced with service API; render
pipeline and frame lifecycle interfaces changed.
This commit is contained in:
2026-03-22 21:04:05 +09:00
parent 37f4795b4f
commit 2b3bf21a74
16 changed files with 198 additions and 119 deletions

View File

@@ -1,9 +1,11 @@
using Ghost.Core;
using Ghost.Engine.Components;
using Ghost.Entities;
using Ghost.Graphics;
using Ghost.Graphics.Core;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
using Misaki.HighPerformance.Mathematics;
using Misaki.HighPerformance.Mathematics.Geometry;
@@ -11,14 +13,14 @@ namespace Ghost.Engine.Systems;
public class RenderExtractionSystem : ISystem
{
private IGraphicsEngine _graphicsEngine = null!;
private RenderSystem _renderSystem = null!;
private Identifier<EntityQuery> _cameraQueryID;
private Identifier<EntityQuery> _meshQueryID;
public void Initialize(ref readonly SystemAPI systemAPI)
{
_graphicsEngine = systemAPI.World.GetResource<IGraphicsEngine>();
_renderSystem = systemAPI.World.GetService<RenderSystem>();
var builder = new QueryBuilder();
@@ -77,13 +79,15 @@ public class RenderExtractionSystem : ISystem
ref var cameraQuery = ref systemAPI.World.ComponentManager.GetEntityQueryReference(_cameraQueryID);
ref var meshQuery = ref systemAPI.World.ComponentManager.GetEntityQueryReference(_meshQueryID);
var renderRequests = new UnsafeList<RenderRequest>(cameraQuery.CalculateEntityCount(), Allocator.Temp);
// TODO: We should extract the render record for each camera because different cameras may have different culling results.
foreach (var (cam, camLtw) in cameraQuery.GetComponentIterator<Camera, LocalToWorld>())
{
ref readonly var camRef = ref cam.Get();
ref readonly var camLtwRef = ref camLtw.Get();
var rtResult = _graphicsEngine.ResourceDatabase.GetResourceDescription(camRef.colorTarget.AsResource());
var rtResult = _renderSystem.GraphicsEngine.ResourceDatabase.GetResourceDescription(camRef.colorTarget.AsResource());
if (rtResult.IsFailure)
{
continue;
@@ -206,7 +210,6 @@ public class RenderExtractionSystem : ISystem
var viewPos = camLtwRef.matrix.c3.xyz;
var frustum = CreateFrustum(camRef, vp, viewDir, viewPos);
// TODO: Send this to render pipeline.
var request = new RenderRequest
{
colorTarget = camRef.colorTarget,
@@ -236,7 +239,11 @@ public class RenderExtractionSystem : ISystem
renderingLayerMask = camRef.renderingLayerMask,
},
};
renderRequests.Add(request);
}
_renderPipeline.Render(new RenderContext(), renderRequests.AsSpan());
}
public void Cleanup(ref readonly SystemAPI systemAPI)