Files
GhostEngine/Ghost.RenderGraph.Concept/RenderGraphResourcePool.cs
Misaki 1c155f962c Render graph: native pass merging & heap-based aliasing
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.
2026-01-16 01:59:33 +09:00

252 lines
7.2 KiB
C#

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