feat(rhi): refactor resource & barrier management for D3D12

Modernizes resource and barrier management for the D3D12 backend. Key changes:
- Simplifies BarrierDesc by removing nullable "before" states; now inferred from resource database.
- Adds IsAliasing flag to BarrierDesc for aliasing transitions.
- Replaces ResourceMemoryType with HeapType in BufferDesc and related APIs.
- Enhances ResourceViewGroup with usage inference methods.
- Adds D3D12 utility helpers for heap/flag conversions and resource description extraction.
- Optimizes command buffer barrier emission, skipping redundant barriers.
- Refactors Material and RenderContext to use new APIs and state tracking.
- Updates ResourceManager pooling to use HeapType and standard Queue.
- Simplifies RenderGraphExecutor barrier logic and aliasing handling.
- Improves RenderSystem frame synchronization and resource retirement.
- Cleans up obsolete code and improves debug output.

BREAKING CHANGE: Updates to resource and barrier APIs require changes to all code interfacing with resource creation, barriers, and memory types.
This commit is contained in:
2026-04-03 17:03:41 +09:00
parent 6321b36ef5
commit ba9e24c46c
20 changed files with 316 additions and 422 deletions

View File

@@ -217,6 +217,7 @@ internal sealed class RenderGraphExecutor
}
// Process all pre-compiled barriers for this pass
// TODO: We can insert BarrierAccess.NoAccess to the resource that aliased with others after their last usage to reduce cache burden.
while (barrierIndex < compiledBarriers.Count && compiledBarriers[barrierIndex].PassIndex == passIndex)
{
var compiledBarrier = compiledBarriers[barrierIndex++];
@@ -231,60 +232,23 @@ internal sealed class RenderGraphExecutor
}
var currentState = currentStateResult.Value;
BarrierLayout layoutBefore;
BarrierAccess accessBefore;
BarrierSync syncBefore;
// Handle aliasing barriers specially
if (compiledBarrier.AliasingPredecessor.IsValid)
{
var predHandle = _resources.GetResource(compiledBarrier.AliasingPredecessor).backingResource;
var predStateResult = _resourceDatabase.GetResourceBarrierData(predHandle);
if (predStateResult.IsFailure)
{
return predStateResult.Error;
}
var predState = predStateResult.Value;
layoutBefore = BarrierLayout.Undefined;
accessBefore = BarrierAccess.NoAccess;
syncBefore = predState.sync;
}
else
{
layoutBefore = currentState.layout;
accessBefore = currentState.access;
syncBefore = currentState.sync;
}
var target = compiledBarrier.TargetState;
// Skip if already in target state (optimization)
if (!compiledBarrier.AliasingPredecessor.IsValid &&
layoutBefore == target.layout &&
accessBefore == target.access &&
syncBefore == target.sync)
{
continue;
}
// Create barrier descriptor
BarrierDesc desc;
if (compiledBarrier.ResourceType == RenderGraphResourceType.Texture)
{
desc = BarrierDesc.Texture(resourceHandle,
syncBefore, target.sync,
accessBefore, target.access,
layoutBefore, target.layout,
desc = BarrierDesc.Texture(resourceHandle, target.sync, target.access, target.layout,
discard: compiledBarrier.Flags.HasFlag(BarrierFlags.Discard));
}
else
{
desc = BarrierDesc.Buffer(resourceHandle,
syncBefore, target.sync,
accessBefore, target.access);
desc = BarrierDesc.Buffer(resourceHandle, target.sync, target.access);
}
if (compiledBarrier.AliasingPredecessor.IsValid)
{
desc.IsAliasing = true;
}
if (barrierCount >= MaxBatch)