Refactor render graph & DSL; remove material system

- Major optimization of Ghost.RenderGraph.Concept: pooled resources, zero-allocation hot paths, explicit queue types, and batch barrier APIs.
- Migrated Ghost.DSL shader compiler to ANTLR4-based parser; removed hand-written parser, added grammar files and semantic model conversion.
- Added CollectionPool/ListPool for pooled list management.
- Updated documentation for new architecture and performance.
- Removed Ghost.Shader.Concept (material/material system) from repo and solution.
- README.md replaced with a brief project statement.
This commit is contained in:
2026-01-11 13:28:17 +09:00
parent d71bdb3fc9
commit 87e315a588
63 changed files with 1841 additions and 6085 deletions

View File

@@ -1,177 +1,208 @@
using Ghost.RenderGraph.Concept;
Console.WriteLine("==================================================");
Console.WriteLine(" Transient Render Graph - Proof of Concept");
Console.WriteLine(" Using Typed Pass Data and Blackboard Pattern");
Console.WriteLine("==================================================\n");
//ConsoleAPI.WriteLine("==================================================");
//ConsoleAPI.WriteLine(" Transient Render Graph - Proof of Concept");
//ConsoleAPI.WriteLine(" Using Typed Pass Data and Blackboard Pattern");
//ConsoleAPI.WriteLine("==================================================\n");
var renderGraph = new RenderGraph();
// Import external resources
var backbuffer = renderGraph.ImportTexture(
"Backbuffer",
new TextureDescriptor(1920, 1080, TextureFormat.RGBA8, "Backbuffer"));
// ===== GBuffer Pass =====
GBufferData gbufferData;
using (var builder = renderGraph.AddRenderPass<GBufferData>("GBuffer Pass", out gbufferData))
for (int i = 0; i < 500; i++)
{
// Create GBuffer textures
var albedo = builder.CreateTexture(new TextureDescriptor(1920, 1080, TextureFormat.RGBA8, "GBuffer.Albedo"));
var normal = builder.CreateTexture(new TextureDescriptor(1920, 1080, TextureFormat.RGBA16F, "GBuffer.Normal"));
var depth = builder.CreateTexture(new TextureDescriptor(1920, 1080, TextureFormat.Depth32F, "GBuffer.Depth"));
// Store in pass data and mark as written
gbufferData.Albedo = builder.WriteTexture(albedo);
gbufferData.Normal = builder.WriteTexture(normal);
gbufferData.Depth = builder.UseDepthBuffer(depth, writeAccess: true);
builder.SetRenderFunc((data, cmd) =>
{
cmd.SetRenderTarget(data.Albedo.Name);
cmd.SetRenderTarget(data.Normal.Name);
cmd.SetDepthStencil(data.Depth.Name);
cmd.ClearRenderTarget(data.Albedo.Name, 0, 0, 0, 1);
cmd.ClearRenderTarget(data.Normal.Name, 0.5f, 0.5f, 1.0f, 1);
cmd.ClearDepth(data.Depth.Name, 1.0f);
cmd.Draw(36000);
});
BuildGraph(renderGraph);
}
// Store GBuffer data in blackboard for other passes
renderGraph.Blackboard.Add(gbufferData);
var sw = new System.Diagnostics.Stopwatch();
var gcBefore = GC.GetAllocatedBytesForCurrentThread();
sw.Start();
// ===== Lighting Pass =====
RenderGraphTextureHandle lightingOutput;
using (var builder = renderGraph.AddRenderPass<LightingPassData>("Lighting Pass", out var lightingData))
for (int i = 0; i < 500; i++)
{
// Read GBuffer from blackboard
var gbuffer = renderGraph.Blackboard.Get<GBufferData>();
lightingData.GBufferAlbedo = builder.ReadTexture(gbuffer.Albedo);
lightingData.GBufferNormal = builder.ReadTexture(gbuffer.Normal);
lightingData.GBufferDepth = builder.ReadTexture(gbuffer.Depth);
// Create output texture
lightingOutput = builder.CreateTexture(
new TextureDescriptor(1920, 1080, TextureFormat.RGBA16F, "LightingResult"));
lightingData.OutputLighting = builder.WriteTexture(lightingOutput);
builder.SetRenderFunc((data, cmd) =>
{
cmd.BindShaderResource(data.GBufferAlbedo.Name, 0);
cmd.BindShaderResource(data.GBufferNormal.Name, 1);
cmd.BindShaderResource(data.GBufferDepth.Name, 2);
cmd.SetRenderTarget(data.OutputLighting.Name);
cmd.Draw(3);
});
BuildGraph(renderGraph);
}
// ===== SSAO Pass =====
RenderGraphTextureHandle ssaoOutput;
using (var builder = renderGraph.AddRenderPass<SSAOPassData>("SSAO Pass", out var ssaoData))
//BuildGraph(renderGraph);
sw.Stop();
var gcAfter = GC.GetAllocatedBytesForCurrentThread();
Console.WriteLine($"{sw.Elapsed.TotalNanoseconds / 500} ns");
Console.WriteLine($"GC Allocated Bytes: {(gcAfter - gcBefore) / 500} bytes");
//Console.WriteLine("\nPress any key to exit...");
//Console.ReadKey();
static void BuildGraph(RenderGraph renderGraph)
{
var gbuffer = renderGraph.Blackboard.Get<GBufferData>();
ssaoData.GBufferDepth = builder.ReadTexture(gbuffer.Depth);
ssaoData.GBufferNormal = builder.ReadTexture(gbuffer.Normal);
renderGraph.Reset();
// This will reuse GBuffer.Albedo's memory allocation
ssaoOutput = builder.CreateTexture(
new TextureDescriptor(1920, 1080, TextureFormat.RGBA8, "SSAO"));
ssaoData.OutputSSAO = builder.WriteTexture(ssaoOutput);
// Import external resources
var backbuffer = renderGraph.ImportTexture(
"Backbuffer",
new TextureDescriptor(1920, 1080, TextureFormat.RGBA8, "Backbuffer"));
builder.SetRenderFunc((data, cmd) =>
// ===== GBuffer Pass =====
GBufferData gbufferData;
using (var builder = renderGraph.AddRenderPass<GBufferData>("GBuffer Pass", out gbufferData))
{
cmd.BindShaderResource(data.GBufferDepth.Name, 0);
cmd.BindShaderResource(data.GBufferNormal.Name, 1);
cmd.SetRenderTarget(data.OutputSSAO.Name);
cmd.Draw(3);
});
}
// Create GBuffer textures
var albedo = builder.CreateTexture(new TextureDescriptor(1920, 1080, TextureFormat.RGBA8, "GBuffer.Albedo"));
var normal = builder.CreateTexture(new TextureDescriptor(1920, 1080, TextureFormat.RGBA16F, "GBuffer.Normal"));
var depth = builder.CreateTexture(new TextureDescriptor(1920, 1080, TextureFormat.Depth32F, "GBuffer.Depth"));
// ===== Bloom Downsample Pass (will alias with albedo) =====
RenderGraphTextureHandle bloomOutput;
using (var builder = renderGraph.AddRenderPass<BloomDownsampleData>("Bloom Downsample", out var bloomData))
{
bloomData.Input = builder.ReadTexture(lightingOutput);
// Create a texture that will alias with SSAO (same size, same format)
bloomOutput = builder.CreateTexture(
new TextureDescriptor(1920, 1080, TextureFormat.RGBA8, "BloomDownsample"));
bloomData.Output = builder.WriteTexture(bloomOutput);
// Store in pass data and mark as written
gbufferData.Albedo = builder.WriteTexture(albedo);
gbufferData.Normal = builder.WriteTexture(normal);
gbufferData.Depth = builder.UseDepthBuffer(depth, writeAccess: true);
builder.SetRenderFunc((data, cmd) =>
builder.SetRenderFunc((data, cmd) =>
{
cmd.SetRenderTarget(data.Albedo.Name);
cmd.SetRenderTarget(data.Normal.Name);
cmd.SetDepthStencil(data.Depth.Name);
cmd.ClearRenderTarget(data.Albedo.Name, 0, 0, 0, 1);
cmd.ClearRenderTarget(data.Normal.Name, 0.5f, 0.5f, 1.0f, 1);
cmd.ClearDepth(data.Depth.Name, 1.0f);
cmd.Draw(36000);
});
}
// Store GBuffer data in blackboard for other passes
renderGraph.Blackboard.Add(gbufferData);
// ===== Lighting Pass =====
RenderGraphTextureHandle lightingOutput;
using (var builder = renderGraph.AddRenderPass<LightingPassData>("Lighting Pass", out var lightingData))
{
cmd.BindShaderResource(data.Input.Name, 0);
cmd.SetRenderTarget(data.Output.Name);
cmd.Draw(3);
});
}
// Read GBuffer from blackboard
var gbuffer = renderGraph.Blackboard.Get<GBufferData>();
// ===== Temporal AA Pass =====
RenderGraphTextureHandle taaOutput;
using (var builder = renderGraph.AddRenderPass<TAAPassData>("Temporal AA", out var taaData))
{
taaData.InputLighting = builder.ReadTexture(lightingOutput);
lightingData.GBufferAlbedo = builder.ReadTexture(gbuffer.Albedo);
lightingData.GBufferNormal = builder.ReadTexture(gbuffer.Normal);
lightingData.GBufferDepth = builder.ReadTexture(gbuffer.Depth);
taaOutput = builder.CreateTexture(
new TextureDescriptor(1920, 1080, TextureFormat.RGBA16F, "TAA.Result"));
taaData.OutputTAA = builder.WriteTexture(taaOutput);
// Create output texture
lightingOutput = builder.CreateTexture(
new TextureDescriptor(1920, 1080, TextureFormat.RGBA16F, "LightingResult"));
lightingData.OutputLighting = builder.WriteTexture(lightingOutput);
builder.SetRenderFunc((data, cmd) =>
builder.SetRenderFunc((data, cmd) =>
{
cmd.BindShaderResource(data.GBufferAlbedo.Name, 0);
cmd.BindShaderResource(data.GBufferNormal.Name, 1);
cmd.BindShaderResource(data.GBufferDepth.Name, 2);
cmd.SetRenderTarget(data.OutputLighting.Name);
cmd.Draw(3);
});
}
// ===== SSAO Pass (Async Compute) =====
RenderGraphTextureHandle ssaoOutput;
using (var builder = renderGraph.AddRenderPass<SSAOPassData>("SSAO Pass (Async)", out var ssaoData))
{
cmd.BindShaderResource(data.InputLighting.Name, 0);
cmd.SetRenderTarget(data.OutputTAA.Name);
cmd.Draw(3);
});
}
var gbuffer = renderGraph.Blackboard.Get<GBufferData>();
// ===== Post Processing Pass =====
using (var builder = renderGraph.AddRenderPass<PostProcessingPassDataV2>("Post Processing", out var postData))
{
postData.InputTAA = builder.ReadTexture(taaOutput);
postData.InputSSAO = builder.ReadTexture(ssaoOutput);
postData.InputBloom = builder.ReadTexture(bloomOutput);
postData.OutputBackbuffer = builder.WriteTexture(backbuffer);
ssaoData.GBufferDepth = builder.ReadTexture(gbuffer.Depth);
ssaoData.GBufferNormal = builder.ReadTexture(gbuffer.Normal);
builder.SetRenderFunc((data, cmd) =>
// SSAO Output
ssaoOutput = builder.CreateTexture(
new TextureDescriptor(1920, 1080, TextureFormat.RGBA8, "SSAO"));
ssaoData.OutputSSAO = builder.WriteTexture(ssaoOutput);
// Use SetComputeFunc with asyncCompute: true
builder.SetComputeFunc((data, cmd) =>
{
cmd.BindShaderResource(data.GBufferDepth.Name, 0);
cmd.BindShaderResource(data.GBufferNormal.Name, 1);
cmd.BindUnorderedAccess(data.OutputSSAO.Name, 0);
cmd.Dispatch(1920 / 8, 1080 / 8, 1);
}, asyncCompute: true);
}
// ===== Bloom Downsample Pass (will alias with albedo) =====
RenderGraphTextureHandle bloomOutput;
using (var builder = renderGraph.AddRenderPass<BloomDownsampleData>("Bloom Downsample", out var bloomData))
{
cmd.BindShaderResource(data.InputTAA.Name, 0);
cmd.BindShaderResource(data.InputSSAO.Name, 1);
cmd.BindShaderResource(data.InputBloom.Name, 2);
cmd.SetRenderTarget(data.OutputBackbuffer.Name);
cmd.Draw(3);
});
}
bloomData.Input = builder.ReadTexture(lightingOutput);
// ===== GPU Profiler Marker Pass (non-cullable, textureless) =====
using (var builder = renderGraph.AddRenderPass<ProfilerMarkerData>("GPU Profiler Begin Frame", out var profilerData))
{
builder.SetAllowCulling(false); // Never cull this - it's for debugging/profiling
builder.SetRenderFunc((data, cmd) =>
// Create a texture that will alias with SSAO (same size, same format)
bloomOutput = builder.CreateTexture(
new TextureDescriptor(1920, 1080, TextureFormat.RGBA8, "BloomDownsample"));
bloomData.Output = builder.WriteTexture(bloomOutput);
builder.SetRenderFunc((data, cmd) =>
{
cmd.BindShaderResource(data.Input.Name, 0);
cmd.SetRenderTarget(data.Output.Name);
cmd.Draw(3);
});
}
// ===== Temporal AA Pass =====
RenderGraphTextureHandle taaOutput;
using (var builder = renderGraph.AddRenderPass<TAAPassData>("Temporal AA", out var taaData))
{
Console.WriteLine(" [PROFILER] BeginEvent('Frame')");
});
}
taaData.InputLighting = builder.ReadTexture(lightingOutput);
// ===== Unused Debug Pass (will be culled) =====
using (var builder = renderGraph.AddRenderPass<DebugPassData>("Unused Debug Pass", out var debugData))
{
debugData.DebugTexture = builder.WriteTexture(
builder.CreateTexture(new TextureDescriptor(512, 512, TextureFormat.RGBA8, "DebugTexture")));
taaOutput = builder.CreateTexture(
new TextureDescriptor(1920, 1080, TextureFormat.RGBA16F, "TAA.Result"));
taaData.OutputTAA = builder.WriteTexture(taaOutput);
builder.SetRenderFunc((data, cmd) =>
builder.SetRenderFunc((data, cmd) =>
{
cmd.BindShaderResource(data.InputLighting.Name, 0);
cmd.SetRenderTarget(data.OutputTAA.Name);
cmd.Draw(3);
});
}
// ===== Post Processing Pass =====
using (var builder = renderGraph.AddRenderPass<PostProcessingPassDataV2>("Post Processing", out var postData))
{
cmd.SetRenderTarget(data.DebugTexture.Name);
cmd.ClearRenderTarget(data.DebugTexture.Name, 1, 0, 1, 1);
cmd.Draw(100);
});
}
postData.InputTAA = builder.ReadTexture(taaOutput);
postData.InputSSAO = builder.ReadTexture(ssaoOutput);
postData.InputBloom = builder.ReadTexture(bloomOutput);
postData.OutputBackbuffer = builder.WriteTexture(backbuffer);
// Compile and execute the render graph
renderGraph.Compile();
renderGraph.Execute();
builder.SetRenderFunc((data, cmd) =>
{
cmd.BindShaderResource(data.InputTAA.Name, 0);
cmd.BindShaderResource(data.InputSSAO.Name, 1);
cmd.BindShaderResource(data.InputBloom.Name, 2);
cmd.SetRenderTarget(data.OutputBackbuffer.Name);
cmd.Draw(3);
});
}
Console.WriteLine("\nPress any key to exit...");
Console.ReadKey();
// ===== GPU Profiler Marker Pass (non-cullable, textureless) =====
using (var builder = renderGraph.AddRenderPass<ProfilerMarkerData>("GPU Profiler Begin Frame", out var profilerData))
{
builder.SetAllowCulling(false); // Never cull this - it's for debugging/profiling
builder.SetRenderFunc((data, cmd) =>
{
// Note: In a real implementation we would have specific profiler commands
// For now, since RasterRenderContext doesn't expose generic console write, we skip the print
// or we would add a specific Profiler method to the context
});
}
// ===== Unused Debug Pass (will be culled) =====
using (var builder = renderGraph.AddRenderPass<DebugPassData>("Unused Debug Pass", out var debugData))
{
debugData.DebugTexture = builder.WriteTexture(
builder.CreateTexture(new TextureDescriptor(512, 512, TextureFormat.RGBA8, "DebugTexture")));
builder.SetRenderFunc((data, cmd) =>
{
cmd.SetRenderTarget(data.DebugTexture.Name);
cmd.ClearRenderTarget(data.DebugTexture.Name, 1, 0, 1, 1);
cmd.Draw(100);
});
}
// Compile and execute the render graph
renderGraph.Compile();
renderGraph.Execute();
}