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.
252 lines
7.2 KiB
C#
252 lines
7.2 KiB
C#
using Ghost.Core;
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using Misaki.HighPerformance.Buffer;
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namespace Ghost.RenderGraph.Concept;
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/// <summary>
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/// Object pool for reusing allocated objects across frames.
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/// This is key to minimizing GC allocations after the first frame.
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/// </summary>
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internal sealed class RenderGraphObjectPool
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{
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private static readonly List<SharedObjectPoolBase> s_allocatedPools = new();
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private class SharedObjectPoolBase
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{
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public SharedObjectPoolBase() { }
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public virtual void Clear() { }
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}
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private class SharedObjectPool<T> : SharedObjectPoolBase where T : class, new()
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{
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private static readonly ObjectPool<T> s_pool = AllocatePool();
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private static ObjectPool<T> AllocatePool()
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{
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var newPool = new ObjectPool<T>(() => new T(), null);
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// Storing instance to clear the static pool of the same type if needed
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s_allocatedPools.Add(new SharedObjectPool<T>());
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return newPool;
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}
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/// <summary>
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/// Clear the pool using SharedObjectPool instance.
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/// </summary>
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/// <returns></returns>
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public override void Clear()
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{
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s_pool.Reset();
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}
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/// <summary>
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/// Rent a new instance from the pool.
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/// </summary>
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/// <returns></returns>
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// FIX: ObjectPool<T>.Rent() has a critical bug that it will put the newly created object into the pool directly and give out the same instance again.
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// This will cause multiple renters to get the same instance.
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public static T Rent() => s_pool.Rent();
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/// <summary>
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/// Return an object to the pool.
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/// </summary>
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/// <param name="toRelease">instance to release.</param>
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public static void Return(T toRelease) => s_pool.Return(toRelease);
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}
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public T Rent<T>()
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where T : class, new()
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{
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return SharedObjectPool<T>.Rent();
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}
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public void Return<T>(T obj)
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where T : class, new()
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{
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SharedObjectPool<T>.Return(obj);
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}
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public void Clear()
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{
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for (var i = 0; i < s_allocatedPools.Count; i++)
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{
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s_allocatedPools[i].Clear();
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}
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}
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}
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/// <summary>
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/// Represents a resource in the render graph (texture or buffer).
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/// </summary>
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internal sealed class RenderGraphResource
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{
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public RenderGraphResourceType type;
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public int index;
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public TextureDescriptor textureDescriptor;
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public BufferDescriptor bufferDescriptor;
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public bool isImported;
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public int firstUsePass = -1;
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public int lastUsePass = -1;
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public int producerPass = -1;
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public List<int> consumerPasses = new(4);
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public int refCount;
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public void Reset()
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{
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type = RenderGraphResourceType.Texture;
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index = -1;
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textureDescriptor = default;
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bufferDescriptor = default;
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isImported = false;
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firstUsePass = -1;
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lastUsePass = -1;
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producerPass = -1;
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consumerPasses.Clear();
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refCount = 0;
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}
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}
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/// <summary>
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/// Registry for managing all resources in the render graph.
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/// Uses pooling to minimize allocations after the first frame.
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/// Uses a single unified list for both textures and buffers with global indexing.
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/// </summary>
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internal sealed class RenderGraphResourceRegistry
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{
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private readonly List<RenderGraphResource> _resources = new(64);
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private readonly RenderGraphObjectPool _pool = new();
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public int ResourceCount => _resources.Count;
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public int TextureResourceCount
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{
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get
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{
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int count = 0;
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for (int i = 0; i < _resources.Count; i++)
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{
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if (_resources[i].type == RenderGraphResourceType.Texture)
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count++;
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}
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return count;
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}
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}
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public int BufferResourceCount
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{
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get
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{
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int count = 0;
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for (int i = 0; i < _resources.Count; i++)
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{
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if (_resources[i].type == RenderGraphResourceType.Buffer)
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count++;
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}
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return count;
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}
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}
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public void BeginFrame()
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{
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// Return all resources to pool
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for (var i = 0; i < _resources.Count; i++)
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{
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_pool.Return(_resources[i]);
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}
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_resources.Clear();
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}
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public Identifier<RGTexture> ImportTexture(TextureDescriptor descriptor)
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{
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var resource = _pool.Rent<RenderGraphResource>();
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resource.type = RenderGraphResourceType.Texture;
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resource.index = _resources.Count;
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resource.textureDescriptor = descriptor;
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resource.isImported = true;
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_resources.Add(resource);
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return new Identifier<RGTexture>(resource.index);
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}
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public Identifier<RGTexture> CreateTexture(TextureDescriptor descriptor)
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{
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var resource = _pool.Rent<RenderGraphResource>();
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resource.type = RenderGraphResourceType.Texture;
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resource.index = _resources.Count;
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resource.textureDescriptor = descriptor;
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resource.isImported = false;
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_resources.Add(resource);
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return new Identifier<RGTexture>(resource.index);
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}
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public Identifier<RGBuffer> ImportBuffer(BufferDescriptor descriptor)
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{
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var resource = _pool.Rent<RenderGraphResource>();
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resource.type = RenderGraphResourceType.Buffer;
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resource.index = _resources.Count;
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resource.bufferDescriptor = descriptor;
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resource.isImported = true;
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_resources.Add(resource);
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return new Identifier<RGBuffer>(resource.index);
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}
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public Identifier<RGBuffer> CreateBuffer(BufferDescriptor descriptor)
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{
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var resource = _pool.Rent<RenderGraphResource>();
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resource.type = RenderGraphResourceType.Buffer;
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resource.index = _resources.Count;
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resource.bufferDescriptor = descriptor;
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resource.isImported = false;
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_resources.Add(resource);
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return new Identifier<RGBuffer>(resource.index);
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}
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public RenderGraphResource GetResource(Identifier<RGResource> resource)
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{
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return _resources[resource.Value];
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}
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public RenderGraphResource GetResource(Identifier<RGTexture> texture)
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{
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return _resources[texture.Value];
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}
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public RenderGraphResource GetResource(Identifier<RGBuffer> buffer)
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{
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return _resources[buffer.Value];
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}
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/// <summary>
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/// Gets resource by global index. Use this when iterating over all resources.
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/// </summary>
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public RenderGraphResource GetResourceByIndex(int index)
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{
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return _resources[index];
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}
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public void SetProducer(Identifier<RGResource> resourceID, int passIndex)
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{
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var resource = GetResource(resourceID);
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resource.producerPass = passIndex;
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if (resource.firstUsePass < 0)
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{
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resource.firstUsePass = passIndex;
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}
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}
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public void AddConsumer(Identifier<RGResource> resourceID, int passIndex)
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{
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var resource = GetResource(resourceID);
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resource.consumerPasses.Add(passIndex);
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resource.lastUsePass = passIndex;
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if (resource.firstUsePass < 0)
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{
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resource.firstUsePass = passIndex;
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}
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}
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}
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