Major architecture upgrade: - Add native render pass merging (hardware pass grouping, load/store op inference) - Implement heap-based aliasing for textures & buffers (D3D12-style) - Unify resource model: buffers and textures in one registry - Extend builder API for buffer creation/usage, access flags, hints - Improve barrier/state tracking (buffer hints, indirect argument state) - Update caching, hashing, and debug output for new model - Add enums/structs: AttachmentLoadOp, StoreOp, BufferHint, etc. - D3D12 backend: support named resources, temp upload buffers, correct heap usage - Update docs, benchmarks, and project files for new features Brings render graph closer to AAA engine standards, enabling efficient memory usage, lower driver overhead, and a more flexible API.
1162 lines
39 KiB
C#
1162 lines
39 KiB
C#
using Ghost.Core;
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using Misaki.HighPerformance.LowLevel.Buffer;
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using Misaki.HighPerformance.LowLevel.Collections;
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using System.IO.Hashing;
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using System.Runtime.CompilerServices;
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using TerraFX.Interop.Windows;
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namespace Ghost.RenderGraph.Concept;
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/// <summary>
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/// Main render graph class that manages resource allocation and pass execution.
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///
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/// Design principles for minimal GC:
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/// - Object pooling for all passes and resources
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/// - Reuse collections across frames (Clear() instead of new)
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/// - Avoid LINQ and foreach over interfaces
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/// - Pre-allocate capacity based on expected usage
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/// </summary>
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public sealed class RenderGraph
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{
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private readonly RenderGraphResourceRegistry _resources = new();
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private readonly RenderGraphObjectPool _objectPool = new();
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private readonly List<RenderGraphPassBase> _passes = new(64);
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private readonly List<RenderGraphPassBase> _compiledPasses = new(64);
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private readonly List<NativeRenderPass> _nativePasses = new(32);
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private readonly RenderGraphBuilder _builder = new();
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private readonly MockCommandBuffer _commandBuffer = new();
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private readonly RenderContext _renderContext;
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private readonly ResourceAliasingManager _aliasingManager = new();
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private readonly Dictionary<int, ResourceState> _resourceStates = new(128);
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private readonly List<ResourceBarrier> _barriers = new(128);
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private readonly RenderGraphCompilationCache _compilationCache = new();
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private bool _compiled;
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public RenderGraphBlackboard Blackboard { get; } = new();
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public RenderGraph()
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{
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_renderContext = new RenderContext(_commandBuffer);
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}
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/// <summary>
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/// Resets the render graph for a new frame.
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/// Reuses existing allocations to minimize GC.
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/// </summary>
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public void Reset()
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{
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// Clear blackboard data
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Blackboard.Clear();
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// Reset resources but keep allocations
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_resources.BeginFrame();
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// Reset aliasing manager
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_aliasingManager.BeginFrame();
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// Clear resource states and barriers
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_resourceStates.Clear();
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_barriers.Clear();
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// Return passes to the pool and reset count
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for (var i = 0; i < _passes.Count; i++)
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{
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var pass = _passes[i];
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pass.Reset(_objectPool);
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}
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_passes.Clear();
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// Clear compiled passes list
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_compiledPasses.Clear();
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// Return native passes to pool
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for (var i = 0; i < _nativePasses.Count; i++)
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{
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_objectPool.Return(_nativePasses[i]);
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}
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_nativePasses.Clear();
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_compiled = false;
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}
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/// <summary>
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/// Imports an external texture into the render graph.
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/// </summary>
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public Identifier<RGTexture> ImportTexture(TextureDescriptor descriptor)
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{
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return _resources.ImportTexture(descriptor);
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}
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/// <summary>
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/// Imports an external buffer into the render graph.
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/// </summary>
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public Identifier<RGBuffer> ImportBuffer(BufferDescriptor descriptor)
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{
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return _resources.ImportBuffer(descriptor);
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}
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public IRasterRenderGraphBuilder AddRasterRenderPass<TPassData>(string name, out TPassData passData)
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where TPassData : class, new()
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{
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var renderPass = _objectPool.Rent<RasterRenderGraphPass<TPassData>>();
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renderPass.Init(_passes.Count, _objectPool.Rent<TPassData>(), name, RenderPassType.Raster);
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passData = renderPass.passData;
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_passes.Add(renderPass);
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_builder.Init(this, renderPass, _resources);
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return _builder;
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}
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public IComputeRenderGraphBuilder AddComputeRenderPass<TPassData>(string name, out TPassData passData)
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where TPassData : class, new()
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{
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var renderPass = _objectPool.Rent<ComputeRenderGraphPass<TPassData>>();
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renderPass.Init(_passes.Count, _objectPool.Rent<TPassData>(), name, RenderPassType.Compute);
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passData = renderPass.passData;
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_passes.Add(renderPass);
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_builder.Init(this, renderPass, _resources);
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return _builder;
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}
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private unsafe int ComputeTextureHash(byte* pData, int offset, Identifier<RGTexture> texture)
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{
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if (texture.IsInvalid)
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{
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return offset;
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}
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var resource = _resources.GetResource(texture.AsResource());
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// In real implementation, we typically need to handle imported resources differently.
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*(pData + offset) = resource.isImported ? (byte)1 : (byte)0;
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offset += sizeof(byte);
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*(TextureFormat*)(pData + offset) = resource.textureDescriptor.format;
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offset += sizeof(TextureFormat);
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*(int*)(pData + offset) = resource.textureDescriptor.width;
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offset += sizeof(int);
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*(int*)(pData + offset) = resource.textureDescriptor.height;
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offset += sizeof(int);
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return offset;
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}
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private unsafe ulong ComputeGraphHash()
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{
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using var scope = AllocationManager.CreateStackScope();
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var bufferPool = new UnsafeList<byte>(2048, scope.AllocationHandle);
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var pData = (byte*)bufferPool.GetUnsafePtr();
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var offset = 0;
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// Hash pass count
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*(int*)(pData + offset) = _passes.Count;
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offset += sizeof(int);
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// Hash each pass structure (excluding names)
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for (var i = 0; i < _passes.Count; i++)
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{
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var pass = _passes[i];
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*(RenderPassType*)(pData + offset) = pass.type;
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offset += sizeof(RenderPassType);
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*(bool*)(pData + offset) = pass.allowCulling;
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offset += sizeof(bool);
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*(bool*)(pData + offset) = pass.asyncCompute;
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offset += sizeof(bool);
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// Hash depth attachment
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offset = ComputeTextureHash(pData, offset, pass.depthAccess.id);
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pData[offset] = (byte)pass.depthAccess.accessFlags;
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offset += sizeof(AccessFlags);
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*(int*)(pData + offset) = pass.maxColorIndex;
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offset += sizeof(int);
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for (var j = 0; j <= pass.maxColorIndex; j++)
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{
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offset = ComputeTextureHash(pData, offset, pass.colorAccess[j].id);
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pData[offset] = (byte)pass.colorAccess[j].accessFlags;
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offset += sizeof(AccessFlags);
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}
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for (var j = 0; j < (int)RenderGraphResourceType.Count; j++)
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{
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var readList = pass.resourceReads[j];
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var writeList = pass.resourceWrites[j];
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var createList = pass.resourceCreates[j];
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*(int*)(pData + offset) = readList.Count;
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offset += sizeof(int);
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for (var k = 0; k < readList.Count; k++)
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{
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*(int*)(pData + offset) = readList[k].Value;
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offset += sizeof(int);
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}
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*(int*)(pData + offset) = writeList.Count;
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offset += sizeof(int);
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for (var k = 0; k < writeList.Count; k++)
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{
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*(int*)(pData + offset) = writeList[k].Value;
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offset += sizeof(int);
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}
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*(int*)(pData + offset) = createList.Count;
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offset += sizeof(int);
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for (var k = 0; k < createList.Count; k++)
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{
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*(int*)(pData + offset) = createList[k].Value;
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offset += sizeof(int);
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}
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*(int*)(pData + offset) = pass.randomAccess.Count;
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offset += sizeof(int);
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for (var k = 0; k < pass.randomAccess.Count; k++)
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{
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*(int*)(pData + offset) = pass.randomAccess[k].Value;
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offset += sizeof(int);
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}
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// Hash buffer hints (important for correct barrier generation)
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*(int*)(pData + offset) = pass.bufferHints.Count;
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offset += sizeof(int);
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foreach (var kvp in pass.bufferHints)
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{
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*(int*)(pData + offset) = kvp.Key; // Buffer resource ID
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offset += sizeof(int);
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*(int*)(pData + offset) = (int)kvp.Value; // BufferHint flags
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offset += sizeof(int);
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}
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}
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*(int*)(pData + offset) = pass.GetRenderFuncHashCode();
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offset += sizeof(int);
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}
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var span = new Span<byte>(pData, offset);
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return XxHash64.HashToUInt64(span);
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}
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/// <summary>
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/// Compiles the render graph by culling unused passes and determining resource lifetimes.
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/// </summary>
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public void Compile()
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{
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if (_compiled)
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{
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return;
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}
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#if DEBUG
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var sw = System.Diagnostics.Stopwatch.StartNew();
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#endif
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// Step 0: Check cache
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var graphHash = ComputeGraphHash(); // 17020363347016000737
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#if DEBUG
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var hashTime = sw.Elapsed.TotalMicroseconds;
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#endif
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if (_compilationCache.TryGetCached(graphHash, out var cached))
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{
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// CACHE HIT - restore from cache
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#if DEBUG
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Console.WriteLine($"\n[CACHE HIT] Hash: {graphHash:X16} (computed in {hashTime:F2}μs)");
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#endif
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RestoreFromCache(cached);
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#if DEBUG
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sw.Stop();
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Console.WriteLine($"[CACHE HIT] Total restore time: {sw.Elapsed.TotalMicroseconds:F2}μs");
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#endif
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_compiled = true;
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return;
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}
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#if DEBUG
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Console.WriteLine($"\n[CACHE MISS] Hash: {graphHash:X16} (computed in {hashTime:F2}μs)");
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#endif
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_compiledPasses.Clear();
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// Step 1: Mark passes with side effects (writes to imported resources)
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for (var i = 0; i < _passes.Count; i++)
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{
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var pass = _passes[i];
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// Check if this pass writes to any imported resources
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for (var j = 0; j < (int)RenderGraphResourceType.Count; j++)
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{
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var writeList = pass.resourceWrites[j];
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for (var k = 0; k < writeList.Count; k++)
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{
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var writeHandle = writeList[k];
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var resource = _resources.GetResource(writeHandle);
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if (resource.isImported)
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{
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pass.hasSideEffects = true;
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break;
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}
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}
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}
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}
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// Step 2: Cull passes based on dependency analysis
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// Mark all passes as culled initially
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for (var i = 0; i < _passes.Count; i++)
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{
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_passes[i].culled = _passes[i].allowCulling && !_passes[i].hasSideEffects;
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}
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// Step 3: Traverse backwards from passes with side effects
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for (var i = _passes.Count - 1; i >= 0; i--)
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{
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var pass = _passes[i];
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if (!pass.culled)
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{
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UnculDependencies(pass);
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}
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}
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// Step 4: Build final pass list (only non-culled passes)
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for (var i = 0; i < _passes.Count; i++)
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{
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var pass = _passes[i];
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if (!pass.culled)
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{
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_compiledPasses.Add(pass);
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}
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}
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// Step 5: Perform resource aliasing to minimize memory usage
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_aliasingManager.AssignPhysicalResources(_resources, _passes.Count);
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// Step 6: Generate barriers for state transitions and aliasing
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GenerateBarriers();
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// Step 7: Build native render passes by merging compatible passes
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BuildNativeRenderPasses();
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// Step 8: Store in cache for future frames
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StoreInCache(graphHash);
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_compiled = true;
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}
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/// <summary>
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/// Restores the render graph state from cached compilation results.
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/// </summary>
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private void RestoreFromCache(CachedCompilation cached)
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{
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// Restore compiled pass list
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_compiledPasses.Clear();
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for (var i = 0; i < cached.compiledPassIndices.Count; i++)
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{
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var passIndex = cached.compiledPassIndices[i];
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_compiledPasses.Add(_passes[passIndex]);
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}
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// Restore culling flags
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for (var i = 0; i < _passes.Count && i < cached.passCulledFlags.Count; i++)
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{
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_passes[i].culled = cached.passCulledFlags[i];
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}
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// Restore aliasing mappings (need to update ResourceAliasingManager)
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_aliasingManager.RestoreFromCache(cached.logicalToPhysical, cached.placedResources);
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// Restore barriers (deep copy to avoid shared references)
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_barriers.Clear();
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for (var i = 0; i < cached.barriers.Count; i++)
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{
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_barriers.Add(cached.barriers[i]);
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}
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// Restore resource states
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_resourceStates.Clear();
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foreach (var kvp in cached.resourceStates)
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{
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_resourceStates[kvp.Key] = kvp.Value;
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}
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}
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/// <summary>
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/// Stores current compilation results in the cache.
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/// </summary>
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private void StoreInCache(ulong graphHash)
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{
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var cacheData = new CachedCompilation();
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// Store compiled pass indices
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for (var i = 0; i < _compiledPasses.Count; i++)
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{
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cacheData.compiledPassIndices.Add(_compiledPasses[i].index);
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}
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// Store culling flags for all passes
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for (var i = 0; i < _passes.Count; i++)
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{
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cacheData.passCulledFlags.Add(_passes[i].culled);
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}
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// Store aliasing mappings
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_aliasingManager.StoreToCache(cacheData.logicalToPhysical, cacheData.placedResources);
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// Store barriers
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for (var i = 0; i < _barriers.Count; i++)
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{
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cacheData.barriers.Add(_barriers[i]);
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}
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// Store resource states
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foreach (var kvp in _resourceStates)
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{
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cacheData.resourceStates[kvp.Key] = kvp.Value;
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}
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_compilationCache.Store(graphHash, cacheData);
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}
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private void UnculProducer(Identifier<RGResource> resource)
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{
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var res = _resources.GetResource(resource);
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if (res.producerPass >= 0)
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{
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var producer = _passes[res.producerPass];
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if (producer.culled)
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{
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producer.culled = false;
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UnculDependencies(producer);
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}
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}
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}
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private void UnculDependencies(RenderGraphPassBase pass)
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{
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// Un-cull producers of read resources
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for (var i = 0; i < (int)RenderGraphResourceType.Count; i++)
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{
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var readList = pass.resourceReads[i];
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for (var j = 0; j < readList.Count; j++)
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{
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UnculProducer(readList[j]);
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}
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}
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// Un-cull producers of color attachments
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for (var i = 0; i < pass.maxColorIndex; i++)
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{
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if (pass.colorAccess[i].id.IsValid)
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{
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UnculProducer(pass.colorAccess[i].id.AsResource());
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}
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}
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// Un-cull producer of depth attachment
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if (pass.depthAccess.id.IsValid)
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{
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UnculProducer(pass.depthAccess.id.AsResource());
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}
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// Un-cull producers of UAV resources (if not already in reads/writes)
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for (var i = 0; i < pass.randomAccess.Count; i++)
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{
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UnculProducer(pass.randomAccess[i]);
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}
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}
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/// <summary>
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/// Generates resource barriers for state transitions and aliasing.
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/// </summary>
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private void GenerateBarriers()
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{
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_barriers.Clear();
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_resourceStates.Clear();
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#if DEBUG
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Console.WriteLine("\n=== Barrier Generation ===");
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#endif
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// Process each compiled pass in order
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for (var passIdx = 0; passIdx < _compiledPasses.Count; passIdx++)
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{
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var pass = _compiledPasses[passIdx];
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// Insert aliasing barriers for resources that reuse physical memory
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InsertAliasingBarriers(pass, passIdx);
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// Insert transition barriers for state changes
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InsertTransitionBarriers(pass, passIdx);
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}
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#if DEBUG
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Console.WriteLine($"Total Barriers: {_barriers.Count}");
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Console.WriteLine("==========================\n");
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#endif
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}
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/// <summary>
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/// Inserts aliasing barriers when a placed resource is reused.
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/// </summary>
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private void InsertAliasingBarriers(RenderGraphPassBase pass, int passIdx)
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{
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// Check all resources written by this pass (both textures and buffers)
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for (var resType = 0; resType < (int)RenderGraphResourceType.Count; resType++)
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{
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var writeList = pass.resourceWrites[resType];
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for (var i = 0; i < writeList.Count; i++)
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{
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var id = writeList[i];
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var resource = _resources.GetResource(id);
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// Skip imported resources
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if (resource.isImported)
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{
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continue;
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}
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// Check if this is the first use of this logical resource
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if (resource.firstUsePass == pass.index)
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{
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// Get the placed resource
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var placedIndex = _aliasingManager.GetPlacedResourceIndex(id.Value);
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if (placedIndex >= 0)
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{
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var placed = _aliasingManager.GetPlacedResource(placedIndex);
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// If this placed resource has multiple aliased resources,
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// we need an aliasing barrier when switching between them
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if (placed != null && placed.aliasedLogicalResources.Count > 1)
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{
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// Find the resource that used this placed memory most recently before this pass
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Identifier<RGResource> resourceBefore = default;
|
|
var mostRecentLastUse = -1;
|
|
|
|
foreach (var otherLogicalIndex in placed.aliasedLogicalResources)
|
|
{
|
|
if (otherLogicalIndex != id.Value)
|
|
{
|
|
// Get resource by global index
|
|
var otherResource = _resources.GetResourceByIndex(otherLogicalIndex);
|
|
|
|
// Check if this resource finished before our resource starts
|
|
if (otherResource.lastUsePass < pass.index &&
|
|
otherResource.lastUsePass > mostRecentLastUse)
|
|
{
|
|
mostRecentLastUse = otherResource.lastUsePass;
|
|
resourceBefore = new Identifier<RGResource>(otherLogicalIndex);
|
|
}
|
|
}
|
|
}
|
|
|
|
// If we found a previous resource, insert aliasing barrier
|
|
if (mostRecentLastUse >= 0)
|
|
{
|
|
var barrier = ResourceBarrier.CreateAliasingBarrier(
|
|
resourceBefore,
|
|
id,
|
|
passIdx
|
|
);
|
|
_barriers.Add(barrier);
|
|
|
|
#if DEBUG
|
|
Console.WriteLine($" {barrier}");
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Inserts transition barriers when a resource changes state.
|
|
/// </summary>
|
|
private void InsertTransitionBarriers(RenderGraphPassBase pass, int passIdx)
|
|
{
|
|
// Process reads (transition to appropriate state based on resource type and hints)
|
|
for (var i = 0; i < (int)RenderGraphResourceType.Count; i++)
|
|
{
|
|
var readList = pass.resourceReads[i];
|
|
for (var j = 0; j < readList.Count; j++)
|
|
{
|
|
var handle = readList[j];
|
|
var state = GetBufferReadState(handle, pass, (RenderGraphResourceType)i);
|
|
InsertTransitionIfNeeded(handle, state, passIdx);
|
|
}
|
|
}
|
|
|
|
switch (pass.type)
|
|
{
|
|
case RenderPassType.Raster:
|
|
for (var i = 0; i < pass.maxColorIndex; i++)
|
|
{
|
|
var access = pass.colorAccess[i];
|
|
InsertTransitionIfNeeded(access.id.AsResource(), ResourceState.RenderTarget, passIdx);
|
|
}
|
|
|
|
if (pass.depthAccess.id.IsValid)
|
|
{
|
|
var depthAccess = pass.depthAccess;
|
|
InsertTransitionIfNeeded(depthAccess.id.AsResource(), ResourceState.DepthWrite, passIdx);
|
|
}
|
|
|
|
for (var i = 0; i < pass.randomAccess.Count; i++)
|
|
{
|
|
InsertTransitionIfNeeded(pass.randomAccess[i], ResourceState.UnorderedAccess, passIdx);
|
|
}
|
|
|
|
break;
|
|
case RenderPassType.Compute:
|
|
for (var i = 0; i < (int)RenderGraphResourceType.Count; i++)
|
|
{
|
|
var writeList = pass.resourceWrites[i];
|
|
for (var j = 0; j < writeList.Count; j++)
|
|
{
|
|
var id = writeList[j];
|
|
InsertTransitionIfNeeded(id, ResourceState.UnorderedAccess, passIdx);
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Inserts a transition barrier if the resource state changes.
|
|
/// </summary>
|
|
private void InsertTransitionIfNeeded(Identifier<RGResource> resource, ResourceState newState, int passIdx)
|
|
{
|
|
if (!_resourceStates.TryGetValue(resource.Value, out var currentState))
|
|
{
|
|
// First time seeing this resource, assume undefined
|
|
currentState = ResourceState.Common;
|
|
}
|
|
|
|
if (currentState != newState)
|
|
{
|
|
var barrier = ResourceBarrier.CreateTransitionBarrier(
|
|
resource,
|
|
currentState,
|
|
newState,
|
|
passIdx
|
|
);
|
|
_barriers.Add(barrier);
|
|
_resourceStates[resource.Value] = newState;
|
|
|
|
#if DEBUG
|
|
Console.WriteLine($" {barrier}");
|
|
#endif
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Determines the appropriate resource state for a buffer read operation based on usage hints.
|
|
/// </summary>
|
|
private ResourceState GetBufferReadState(Identifier<RGResource> handle, RenderGraphPassBase pass, RenderGraphResourceType resourceType)
|
|
{
|
|
// Textures always use ShaderResource state
|
|
if (resourceType == RenderGraphResourceType.Texture)
|
|
{
|
|
return ResourceState.ShaderResource;
|
|
}
|
|
|
|
// Check for buffer-specific usage hints
|
|
if (pass.bufferHints.TryGetValue(handle.Value, out var hint))
|
|
{
|
|
if (hint.HasFlag(BufferHint.IndirectArgument))
|
|
{
|
|
return ResourceState.IndirectArgument;
|
|
}
|
|
}
|
|
|
|
// Default: ByteAddressBuffer read (SRV) - matches bindless architecture
|
|
return ResourceState.ShaderResource;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Builds native render passes by merging compatible consecutive raster passes.
|
|
/// Uses conservative merging: only merge passes with identical attachments and no barriers between them.
|
|
/// </summary>
|
|
private void BuildNativeRenderPasses()
|
|
{
|
|
// Clear previous native passes
|
|
for (var i = 0; i < _nativePasses.Count; i++)
|
|
{
|
|
_objectPool.Return(_nativePasses[i]);
|
|
}
|
|
_nativePasses.Clear();
|
|
|
|
NativeRenderPass? currentNativePass = null;
|
|
|
|
for (var i = 0; i < _compiledPasses.Count; i++)
|
|
{
|
|
var pass = _compiledPasses[i];
|
|
|
|
// Only raster passes can be merged into native render passes
|
|
// Compute passes break the current native render pass
|
|
if (pass.type != RenderPassType.Raster)
|
|
{
|
|
// Close current native pass if open
|
|
if (currentNativePass != null)
|
|
{
|
|
_nativePasses.Add(currentNativePass);
|
|
currentNativePass = null;
|
|
}
|
|
continue; // Compute passes execute outside native render passes
|
|
}
|
|
|
|
// Check if we can merge with current native pass
|
|
if (currentNativePass != null && CanMergePasses(currentNativePass, pass, i))
|
|
{
|
|
// Merge into existing native pass
|
|
currentNativePass.mergedPassIndices.Add(i);
|
|
currentNativePass.lastLogicalPass = i;
|
|
}
|
|
else
|
|
{
|
|
// Start new native pass
|
|
if (currentNativePass != null)
|
|
{
|
|
_nativePasses.Add(currentNativePass);
|
|
}
|
|
|
|
currentNativePass = CreateNativePass(pass, i);
|
|
}
|
|
}
|
|
|
|
// Add final native pass
|
|
if (currentNativePass != null)
|
|
{
|
|
_nativePasses.Add(currentNativePass);
|
|
}
|
|
|
|
// Infer load/store operations for all native passes
|
|
for (var i = 0; i < _nativePasses.Count; i++)
|
|
{
|
|
InferLoadStoreOps(_nativePasses[i]);
|
|
}
|
|
|
|
#if DEBUG
|
|
Console.WriteLine("\n=== Native Render Passes ===");
|
|
Console.WriteLine($"Logical passes: {_compiledPasses.Count}");
|
|
Console.WriteLine($"Native passes: {_nativePasses.Count}");
|
|
for (var i = 0; i < _nativePasses.Count; i++)
|
|
{
|
|
var nativePass = _nativePasses[i];
|
|
Console.WriteLine($"\nNative Pass {i}:");
|
|
Console.WriteLine($" Merged passes: [{string.Join(", ", nativePass.mergedPassIndices)}]");
|
|
Console.WriteLine($" Color attachments: {nativePass.colorAttachmentCount}");
|
|
for (var j = 0; j < nativePass.colorAttachmentCount; j++)
|
|
{
|
|
Console.WriteLine($" [{j}] {nativePass.colorAttachments[j].texture}");
|
|
}
|
|
if (nativePass.hasDepthAttachment)
|
|
{
|
|
Console.WriteLine($" Depth attachment: {nativePass.depthAttachment.texture}");
|
|
}
|
|
}
|
|
Console.WriteLine("============================\n");
|
|
#endif
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a new native render pass from a logical pass.
|
|
/// </summary>
|
|
private NativeRenderPass CreateNativePass(RenderGraphPassBase pass, int passIndex)
|
|
{
|
|
var nativePass = _objectPool.Rent<NativeRenderPass>();
|
|
nativePass.Reset();
|
|
|
|
nativePass.index = _nativePasses.Count;
|
|
nativePass.mergedPassIndices.Add(passIndex);
|
|
nativePass.firstLogicalPass = passIndex;
|
|
nativePass.lastLogicalPass = passIndex;
|
|
nativePass.allowUAVWrites = pass.randomAccess.Count > 0;
|
|
|
|
// Copy color attachments
|
|
nativePass.colorAttachmentCount = pass.maxColorIndex + 1;
|
|
for (var i = 0; i <= pass.maxColorIndex; i++)
|
|
{
|
|
nativePass.colorAttachments[i] = new RenderTargetInfo
|
|
{
|
|
texture = pass.colorAccess[i].id,
|
|
access = pass.colorAccess[i].accessFlags
|
|
};
|
|
}
|
|
|
|
// Copy depth attachment
|
|
if (!pass.depthAccess.id.IsInvalid)
|
|
{
|
|
nativePass.hasDepthAttachment = true;
|
|
nativePass.depthAttachment = new DepthStencilInfo
|
|
{
|
|
texture = pass.depthAccess.id,
|
|
access = pass.depthAccess.accessFlags
|
|
};
|
|
}
|
|
|
|
return nativePass;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if a logical pass can be merged into an existing native render pass.
|
|
/// Conservative merging: only merge if attachments match and no barriers needed.
|
|
/// </summary>
|
|
private bool CanMergePasses(NativeRenderPass nativePass, RenderGraphPassBase pass, int passIndex)
|
|
{
|
|
// Don't merge if UAVs are involved (conservative)
|
|
if (pass.randomAccess.Count > 0 || nativePass.allowUAVWrites)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Check if attachment configuration matches
|
|
if (!AttachmentsMatch(nativePass, pass))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Check if barriers are needed between last merged pass and this pass
|
|
if (RequiresBarrierBetweenPasses(nativePass.lastLogicalPass, passIndex))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if the attachment configuration of a pass matches the native pass.
|
|
/// </summary>
|
|
private static bool AttachmentsMatch(NativeRenderPass nativePass, RenderGraphPassBase pass)
|
|
{
|
|
// Check color attachment count
|
|
if (nativePass.colorAttachmentCount != pass.maxColorIndex + 1)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Check each color attachment
|
|
for (var i = 0; i < nativePass.colorAttachmentCount; i++)
|
|
{
|
|
if (nativePass.colorAttachments[i].texture != pass.colorAccess[i].id)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Check depth attachment
|
|
if (nativePass.hasDepthAttachment != !pass.depthAccess.id.IsInvalid)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (nativePass.hasDepthAttachment && nativePass.depthAttachment.texture != pass.depthAccess.id)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if any barriers are required between two passes that would prevent merging.
|
|
/// Only barriers affecting render targets prevent merging; SRV barriers are fine.
|
|
/// </summary>
|
|
private bool RequiresBarrierBetweenPasses(int passA, int passB)
|
|
{
|
|
var laterPass = _compiledPasses[passB];
|
|
|
|
// Build a set of render target resource IDs (color + depth)
|
|
var renderTargets = new HashSet<Identifier<RGResource>>();
|
|
for (var i = 0; i <= laterPass.maxColorIndex; i++)
|
|
{
|
|
if (!laterPass.colorAccess[i].id.IsInvalid)
|
|
{
|
|
renderTargets.Add(laterPass.colorAccess[i].id.AsResource());
|
|
}
|
|
}
|
|
if (!laterPass.depthAccess.id.IsInvalid)
|
|
{
|
|
renderTargets.Add(laterPass.depthAccess.id.AsResource());
|
|
}
|
|
|
|
// Check if any barriers for passB affect render targets
|
|
for (var i = 0; i < _barriers.Count; i++)
|
|
{
|
|
if (_barriers[i].PassIndex == passB)
|
|
{
|
|
// Only prevent merge if barrier affects a render target
|
|
if (renderTargets.Contains(_barriers[i].Resource))
|
|
{
|
|
return true; // Barrier affects render target, cannot merge
|
|
}
|
|
}
|
|
if (_barriers[i].PassIndex > passB)
|
|
{
|
|
break; // No more barriers for this pass
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Infers optimal load/store operations for all attachments in a native render pass.
|
|
/// Uses resource lifetime information to minimize memory bandwidth (critical for TBDR GPUs).
|
|
/// </summary>
|
|
private void InferLoadStoreOps(NativeRenderPass nativePass)
|
|
{
|
|
// Infer load/store ops for color attachments
|
|
for (var i = 0; i < nativePass.colorAttachmentCount; i++)
|
|
{
|
|
ref var attachment = ref nativePass.colorAttachments[i];
|
|
var resource = _resources.GetResource(attachment.texture);
|
|
var flags = attachment.access;
|
|
|
|
// ===== LOAD OP INFERENCE =====
|
|
|
|
// 1. WriteAll (Write | Discard): User guarantees full overwrite
|
|
if (flags.HasFlag(AccessFlags.Discard))
|
|
{
|
|
attachment.loadOp = AttachmentLoadOp.DontCare;
|
|
#if DEBUG
|
|
Console.WriteLine($" Color[{i}] LoadOp=DontCare (WriteAll/Discard flag)");
|
|
#endif
|
|
}
|
|
// 2. Read: Needs existing contents (e.g., blending)
|
|
else if (flags.HasFlag(AccessFlags.Read))
|
|
{
|
|
attachment.loadOp = AttachmentLoadOp.Load;
|
|
#if DEBUG
|
|
Console.WriteLine($" Color[{i}] LoadOp=Load (Read flag - blending)");
|
|
#endif
|
|
}
|
|
// 3. First use: Could use DontCare, but user didn't specify Discard flag
|
|
// Conservative: use Load to avoid bugs
|
|
else if (resource.firstUsePass == nativePass.firstLogicalPass)
|
|
{
|
|
attachment.loadOp = AttachmentLoadOp.Load;
|
|
#if DEBUG
|
|
Console.WriteLine($" Color[{i}] LoadOp=Load (first use, Write flag - conservative)");
|
|
#endif
|
|
}
|
|
// 4. Continuation from previous pass
|
|
else
|
|
{
|
|
attachment.loadOp = AttachmentLoadOp.Load;
|
|
#if DEBUG
|
|
Console.WriteLine($" Color[{i}] LoadOp=Load (continuation from previous pass)");
|
|
#endif
|
|
}
|
|
|
|
// ===== STORE OP INFERENCE =====
|
|
|
|
// Last use: No one needs it after this native pass
|
|
if (resource.lastUsePass == nativePass.lastLogicalPass)
|
|
{
|
|
attachment.storeOp = AttachmentStoreOp.DontCare;
|
|
#if DEBUG
|
|
Console.WriteLine($" Color[{i}] StoreOp=DontCare (last use - discard)");
|
|
#endif
|
|
}
|
|
// Intermediate: Store for future passes
|
|
else
|
|
{
|
|
attachment.storeOp = AttachmentStoreOp.Store;
|
|
#if DEBUG
|
|
Console.WriteLine($" Color[{i}] StoreOp=Store (used by later passes)");
|
|
#endif
|
|
}
|
|
}
|
|
|
|
// Infer load/store ops for depth attachment
|
|
if (nativePass.hasDepthAttachment)
|
|
{
|
|
ref var attachment = ref nativePass.depthAttachment;
|
|
var resource = _resources.GetResource(attachment.texture);
|
|
var flags = attachment.access;
|
|
|
|
// ===== LOAD OP INFERENCE =====
|
|
|
|
if (flags.HasFlag(AccessFlags.Discard))
|
|
{
|
|
attachment.loadOp = AttachmentLoadOp.DontCare;
|
|
#if DEBUG
|
|
Console.WriteLine($" Depth LoadOp=DontCare (WriteAll/Discard flag)");
|
|
#endif
|
|
}
|
|
else if (flags.HasFlag(AccessFlags.Read))
|
|
{
|
|
attachment.loadOp = AttachmentLoadOp.Load;
|
|
#if DEBUG
|
|
Console.WriteLine($" Depth LoadOp=Load (Read flag)");
|
|
#endif
|
|
}
|
|
else if (resource.firstUsePass == nativePass.firstLogicalPass)
|
|
{
|
|
attachment.loadOp = AttachmentLoadOp.Load;
|
|
#if DEBUG
|
|
Console.WriteLine($" Depth LoadOp=Load (first use, Write flag - conservative)");
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
attachment.loadOp = AttachmentLoadOp.Load;
|
|
#if DEBUG
|
|
Console.WriteLine($" Depth LoadOp=Load (continuation)");
|
|
#endif
|
|
}
|
|
|
|
// ===== STORE OP INFERENCE =====
|
|
|
|
// Depth is commonly discarded (depth-only passes, intermediate depth)
|
|
if (resource.lastUsePass == nativePass.lastLogicalPass)
|
|
{
|
|
attachment.storeOp = AttachmentStoreOp.DontCare;
|
|
#if DEBUG
|
|
Console.WriteLine($" Depth StoreOp=DontCare (last use)");
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
attachment.storeOp = AttachmentStoreOp.Store;
|
|
#if DEBUG
|
|
Console.WriteLine($" Depth StoreOp=Store (used later)");
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Executes all compiled passes using native render passes where possible.
|
|
/// </summary>
|
|
public void Execute()
|
|
{
|
|
if (!_compiled)
|
|
{
|
|
Compile();
|
|
}
|
|
|
|
var barrierIndex = 0;
|
|
var nativePassIndex = 0;
|
|
var logicalPassIndex = 0;
|
|
|
|
while (logicalPassIndex < _compiledPasses.Count)
|
|
{
|
|
var pass = _compiledPasses[logicalPassIndex];
|
|
|
|
// Check if this pass is part of a native render pass
|
|
if (pass.type == RenderPassType.Raster && nativePassIndex < _nativePasses.Count)
|
|
{
|
|
var nativePass = _nativePasses[nativePassIndex];
|
|
|
|
// Execute barriers for ALL merged passes before beginning the native render pass
|
|
foreach (var mergedPassIdx in nativePass.mergedPassIndices)
|
|
{
|
|
ExecuteBarriersForPass(mergedPassIdx, ref barrierIndex);
|
|
}
|
|
|
|
// Begin native render pass
|
|
_commandBuffer.BeginRenderPass(
|
|
nativePass.index,
|
|
nativePass.colorAttachmentCount,
|
|
nativePass.hasDepthAttachment
|
|
);
|
|
|
|
// Execute all merged logical passes within this native render pass
|
|
for (var i = 0; i < nativePass.mergedPassIndices.Count; i++)
|
|
{
|
|
var mergedPassIdx = nativePass.mergedPassIndices[i];
|
|
var mergedPass = _compiledPasses[mergedPassIdx];
|
|
|
|
#if DEBUG
|
|
Console.WriteLine($"\n--- Executing Pass {mergedPassIdx}: {mergedPass.name} (in Native Pass {nativePass.index}) ---");
|
|
#endif
|
|
|
|
mergedPass.Execute(_renderContext);
|
|
logicalPassIndex++;
|
|
}
|
|
|
|
// End native render pass
|
|
_commandBuffer.EndRenderPass();
|
|
|
|
nativePassIndex++;
|
|
}
|
|
else
|
|
{
|
|
// Compute pass or standalone raster pass (not merged)
|
|
ExecuteBarriersForPass(logicalPassIndex, ref barrierIndex);
|
|
|
|
#if DEBUG
|
|
Console.WriteLine($"\n--- Executing Pass {logicalPassIndex}: {pass.name} (Standalone) ---");
|
|
#endif
|
|
|
|
pass.Execute(_renderContext);
|
|
logicalPassIndex++;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Executes all barriers for a specific pass.
|
|
/// </summary>
|
|
private void ExecuteBarriersForPass(int passIndex, ref int barrierIndex)
|
|
{
|
|
#if DEBUG
|
|
bool hasBarriers = false;
|
|
#endif
|
|
while (barrierIndex < _barriers.Count && _barriers[barrierIndex].PassIndex == passIndex)
|
|
{
|
|
#if DEBUG
|
|
if (!hasBarriers)
|
|
{
|
|
var pass = _compiledPasses[passIndex];
|
|
Console.WriteLine($"\n=== Barriers before Pass {passIndex}: {pass.name} ===");
|
|
hasBarriers = true;
|
|
}
|
|
|
|
var barrier = _barriers[barrierIndex];
|
|
if (barrier.Type == BarrierType.Transition)
|
|
{
|
|
_commandBuffer.ResourceBarrier(
|
|
barrier.Resource,
|
|
barrier.StateBefore,
|
|
barrier.StateAfter
|
|
);
|
|
}
|
|
else if (barrier.Type == BarrierType.Aliasing)
|
|
{
|
|
_commandBuffer.AliasBarrier(
|
|
barrier.ResourceBefore,
|
|
barrier.ResourceAfter
|
|
);
|
|
}
|
|
#endif
|
|
// In a real implementation, you would execute the barrier here:
|
|
// ExecuteBarrier(_barriers[barrierIndex]);
|
|
|
|
barrierIndex++;
|
|
}
|
|
#if DEBUG
|
|
if (hasBarriers)
|
|
{
|
|
Console.WriteLine("=====================================\n");
|
|
}
|
|
#endif
|
|
}
|
|
}
|