namespace Ghost.RenderGraph.Concept;
///
/// Object pool for reusing allocated objects across frames.
/// This is key to minimizing GC allocations after the first frame.
///
internal sealed class RenderGraphObjectPool
{
private readonly Dictionary> _pools = new();
public T Get() where T : class, new()
{
var type = typeof(T);
if (_pools.TryGetValue(type, out var pool) && pool.Count > 0)
{
return (T)pool.Pop();
}
return new T();
}
public void Release(T obj) where T : class
{
if (obj == null) return;
var type = typeof(T);
if (!_pools.TryGetValue(type, out var pool))
{
pool = new Stack(16);
_pools[type] = pool;
}
pool.Push(obj);
}
public void Clear()
{
_pools.Clear();
}
}
///
/// Represents a texture resource in the render graph.
///
internal sealed class TextureResource
{
public int Index;
public int Version;
public TextureDescriptor Descriptor;
public bool IsImported;
public int FirstUsePass = -1;
public int LastUsePass = -1;
public int ProducerPass = -1;
public List ConsumerPasses = new(4);
public int RefCount;
public void Reset()
{
Index = -1;
Version = 0;
Descriptor = default;
IsImported = false;
FirstUsePass = -1;
LastUsePass = -1;
ProducerPass = -1;
ConsumerPasses.Clear();
RefCount = 0;
}
}
///
/// Registry for managing all resources in the render graph.
/// Uses pooling to minimize allocations after the first frame.
///
internal sealed class RenderGraphResourceRegistry
{
private readonly List _textureResources = new(64);
private readonly RenderGraphObjectPool _pool = new();
private int _textureResourceCount;
public int TextureResourceCount => _textureResourceCount;
public void BeginFrame()
{
// Don't clear the lists, just reset the count
// This avoids reallocating the backing arrays
_textureResourceCount = 0;
}
public RenderGraphTextureHandle ImportTexture(TextureDescriptor descriptor)
{
var resource = GetOrCreateTextureResource();
resource.Index = _textureResourceCount - 1;
resource.Version = 0;
resource.Descriptor = descriptor;
resource.IsImported = true;
return new RenderGraphTextureHandle(resource.Index, resource.Version, descriptor.Name);
}
public RenderGraphTextureHandle CreateTexture(TextureDescriptor descriptor)
{
var resource = GetOrCreateTextureResource();
resource.Index = _textureResourceCount - 1;
resource.Version = 0;
resource.Descriptor = descriptor;
resource.IsImported = false;
return new RenderGraphTextureHandle(resource.Index, resource.Version, descriptor.Name);
}
public TextureResource GetTextureResource(RenderGraphTextureHandle handle)
{
if (handle.Index < 0 || handle.Index >= _textureResourceCount)
throw new ArgumentException($"Invalid texture handle: {handle.Index}");
return _textureResources[handle.Index];
}
public TextureResource GetTextureResourceByIndex(int index)
{
if (index < 0 || index >= _textureResourceCount)
throw new ArgumentException($"Invalid texture index: {index}");
return _textureResources[index];
}
public void SetProducer(RenderGraphTextureHandle handle, int passIndex)
{
var resource = GetTextureResource(handle);
resource.ProducerPass = passIndex;
if (resource.FirstUsePass < 0)
resource.FirstUsePass = passIndex;
}
public void AddConsumer(RenderGraphTextureHandle handle, int passIndex)
{
var resource = GetTextureResource(handle);
resource.ConsumerPasses.Add(passIndex);
resource.LastUsePass = passIndex;
if (resource.FirstUsePass < 0)
resource.FirstUsePass = passIndex;
}
private TextureResource GetOrCreateTextureResource()
{
TextureResource resource;
if (_textureResourceCount < _textureResources.Count)
{
// Reuse existing slot
resource = _textureResources[_textureResourceCount];
resource.Reset();
}
else
{
// Need to grow the list
resource = _pool.Get();
resource.Reset();
_textureResources.Add(resource);
}
_textureResourceCount++;
return resource;
}
public void Clear()
{
for (int i = 0; i < _textureResources.Count; i++)
{
_pool.Release(_textureResources[i]);
}
_textureResources.Clear();
_textureResourceCount = 0;
}
}