Files
GhostEngine/Ghost.RenderGraph.Concept/RenderGraphTypes.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

271 lines
7.0 KiB
C#

using Ghost.Core;
using System.Runtime.CompilerServices;
namespace Ghost.RenderGraph.Concept;
internal enum RenderGraphResourceType : int
{
Texture,
Buffer,
// AccelerationStructure,
Count
}
public struct RGResource;
public struct RGTexture;
public struct RGBuffer;
public static class RGResourceExtensions
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Identifier<RGResource> AsResource(this Identifier<RGTexture> texture)
{
return new Identifier<RGResource>(texture.Value);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Identifier<RGResource> AsResource(this Identifier<RGBuffer> buffer)
{
return new Identifier<RGResource>(buffer.Value);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal static Identifier<RGTexture> AsTexture(this Identifier<RGResource> resource)
{
return new Identifier<RGTexture>(resource.Value);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal static Identifier<RGBuffer> AsBuffer(this Identifier<RGResource> resource)
{
return new Identifier<RGBuffer>(resource.Value);
}
}
/// <summary>
/// Hints for how a buffer will be used in a pass.
/// Used to determine correct resource state transitions.
/// </summary>
[Flags]
public enum BufferHint
{
/// <summary>
/// No special usage - buffer will be used as shader resource (SRV) or UAV based on AccessFlags.
/// </summary>
None = 0,
/// <summary>
/// Buffer will be used as indirect argument buffer (ExecuteIndirect).
/// Requires ResourceState.IndirectArgument.
/// </summary>
IndirectArgument = 1 << 0,
}
internal readonly struct TextureAccess
{
public readonly Identifier<RGTexture> id;
public readonly AccessFlags accessFlags;
public TextureAccess(Identifier<RGTexture> id, AccessFlags accessFlags)
{
this.id = id;
this.accessFlags = accessFlags;
}
}
/// <summary>
/// Tracks buffer access information including usage hints.
/// </summary>
internal readonly struct BufferAccess
{
public readonly Identifier<RGBuffer> id;
public readonly AccessFlags accessFlags;
public readonly BufferHint hint;
public BufferAccess(Identifier<RGBuffer> id, AccessFlags accessFlags, BufferHint hint = BufferHint.None)
{
this.id = id;
this.accessFlags = accessFlags;
this.hint = hint;
}
}
/// <summary>
/// Texture formats supported by the render graph.
/// </summary>
public enum TextureFormat : int
{
RGBA8,
RGBA16F,
RGBA32F,
Depth32F,
Depth24Stencil8
}
/// <summary>
/// Descriptor for creating a texture resource.
/// </summary>
public readonly struct TextureDescriptor : IEquatable<TextureDescriptor>
{
public readonly int width;
public readonly int height;
public readonly TextureFormat format;
public readonly string name;
public TextureDescriptor(int width, int height, TextureFormat format, string name)
{
this.width = width;
this.height = height;
this.format = format;
this.name = name;
}
public readonly bool Equals(TextureDescriptor other)
{
return width == other.width &&
height == other.height &&
format == other.format &&
name == other.name;
}
public override readonly bool Equals(object? obj) => obj is TextureDescriptor other && Equals(other);
public override readonly int GetHashCode() => HashCode.Combine(width, height, format, name);
public static bool operator ==(TextureDescriptor left, TextureDescriptor right)
{
return left.Equals(right);
}
public static bool operator !=(TextureDescriptor left, TextureDescriptor right)
{
return !(left == right);
}
}
[Flags]
public enum BufferUsage
{
None = 0,
Vertex = 1 << 0,
Index = 1 << 1,
IndirectArgument = 1 << 7,
Constant = 1 << 2,
ShaderResource = 1 << 3,
UnorderedAccess = 1 << 4,
Structured = 1 << 5,
Raw = 1 << 6,
Upload = 1 << 8,
Readback = 1 << 9,
}
public readonly struct BufferDescriptor : IEquatable<BufferDescriptor>
{
public readonly uint sizeInBytes;
public readonly uint stride;
public readonly BufferUsage usage;
public readonly string name;
public BufferDescriptor(uint sizeInBytes, uint stride, BufferUsage usage, string name)
{
this.sizeInBytes = sizeInBytes;
this.stride = stride;
this.usage = usage;
this.name = name;
}
public readonly bool Equals(BufferDescriptor other)
{
return sizeInBytes == other.sizeInBytes &&
stride == other.stride &&
usage == other.usage &&
name == other.name;
}
public override readonly bool Equals(object? obj) => obj is BufferDescriptor other && Equals(other);
public override readonly int GetHashCode() => HashCode.Combine(sizeInBytes, name);
public static bool operator ==(BufferDescriptor left, BufferDescriptor right)
{
return left.Equals(right);
}
public static bool operator !=(BufferDescriptor left, BufferDescriptor right)
{
return !(left == right);
}
}
/// <summary>
/// Base interface for pass data that can be stored in the blackboard.
/// </summary>
public interface IPassData
{
}
/// <summary>
/// Specifies how to load attachment contents at the beginning of a render pass.
/// </summary>
public enum AttachmentLoadOp
{
/// <summary>
/// Load existing contents from memory. Required when reading previous data.
/// </summary>
Load,
/// <summary>
/// Clear attachment to a specified value.
/// </summary>
Clear,
/// <summary>
/// Don't care about previous contents (best performance on TBDR GPUs).
/// Use when you guarantee to overwrite all pixels.
/// </summary>
DontCare
}
/// <summary>
/// Specifies how to store attachment contents at the end of a render pass.
/// </summary>
public enum AttachmentStoreOp
{
/// <summary>
/// Store contents to memory. Required if resource is used after this pass.
/// </summary>
Store,
/// <summary>
/// Don't care about storing contents (best performance on TBDR GPUs).
/// Use when resource is not needed after this pass.
/// </summary>
DontCare
}
/// <summary>
/// Information about a render target attachment in a native render pass.
/// </summary>
internal struct RenderTargetInfo
{
public Identifier<RGTexture> texture;
public AccessFlags access;
public AttachmentLoadOp loadOp;
public AttachmentStoreOp storeOp;
public float clearR;
public float clearG;
public float clearB;
public float clearA;
}
/// <summary>
/// Information about a depth-stencil attachment in a native render pass.
/// </summary>
internal struct DepthStencilInfo
{
public Identifier<RGTexture> texture;
public AccessFlags access;
public AttachmentLoadOp loadOp;
public AttachmentStoreOp storeOp;
public float clearDepth;
public byte clearStencil;
}