using Ghost.Core;
using Ghost.Graphics.RHI;
using System.Runtime.InteropServices;
namespace Ghost.Graphics.RenderGraphModule;
///
/// Represents a resource barrier that needs to be inserted.
/// For D3D12 aliasing barriers: ResourceBefore is the old resource, ResourceAfter is the new resource.
///
internal struct ResourceBarrier
{
[StructLayout(LayoutKind.Explicit)]
private struct barrier_union
{
internal struct barrier_union_transition
{
public Identifier resource;
public ResourceState stateBefore;
public ResourceState stateAfter;
}
internal struct barrier_union_aliasing
{
public Identifier resourceBefore;
public Identifier resourceAfter;
}
// TODO: union can not have non-blittable types
[FieldOffset(0)]
public barrier_union_transition transition;
[FieldOffset(0)]
public barrier_union_aliasing aliasing;
}
private barrier_union _union;
public BarrierType Type
{
get; init;
}
public int PassIndex
{
get; init;
}
// For Transition and UAV barriers
public readonly Identifier Resource => _union.transition.resource;
public readonly ResourceState StateBefore => _union.transition.stateBefore;
public readonly ResourceState StateAfter => _union.transition.stateAfter;
// For Aliasing barriers (D3D12_RESOURCE_BARRIER::Aliasing)
public readonly Identifier ResourceBefore => _union.aliasing.resourceBefore;
public readonly Identifier ResourceAfter => _union.aliasing.resourceAfter;
// Constructor for Aliasing barriers
public static ResourceBarrier CreateAliasingBarrier(
Identifier resourceBefore,
Identifier resourceAfter,
int passIndex)
{
return new ResourceBarrier
{
Type = BarrierType.Aliasing,
PassIndex = passIndex,
_union = new barrier_union
{
aliasing = new barrier_union.barrier_union_aliasing
{
resourceBefore = resourceBefore,
resourceAfter = resourceAfter
}
}
};
}
public static ResourceBarrier CreateTransitionBarrier(
Identifier resource,
ResourceState before,
ResourceState after,
int passIndex)
{
return new ResourceBarrier
{
Type = BarrierType.Transition,
PassIndex = passIndex,
_union = new barrier_union
{
transition = new barrier_union.barrier_union_transition
{
resource = resource,
stateBefore = before,
stateAfter = after
}
}
};
}
}
///
/// Tracks the current state of a resource across passes.
///
internal sealed class ResourceStateTracker
{
public int resourceIndex;
public ResourceState currentState = ResourceState.Common;
public int lastAccessPass = -1;
public void Reset()
{
resourceIndex = -1;
currentState = ResourceState.Common;
lastAccessPass = -1;
}
}