Files
GhostEngine/Ghost.RenderGraph.Concept/RenderGraph.cs
Misaki 1fc9df1812 GhostEngine Render Graph: major refactor & Unity RG ref
- Major architectural refactor for performance, extensibility, and feature completeness: resource pooling, pass culling, aliasing, and compilation caching.
- Introduces type-safe builder and context APIs, blackboard pattern, and unified resource management.
- Adds detailed documentation and cleans up obsolete files and APIs.
- Includes (commented) Unity Render Graph source for reference; not compiled, for parity and future extension.
2026-01-11 23:43:17 +09:00

608 lines
20 KiB
C#

using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
using System.IO.Hashing;
using System.Threading;
namespace Ghost.RenderGraph.Concept;
/// <summary>
/// Main render graph class that manages resource allocation and pass execution.
///
/// Design principles for minimal GC:
/// - Object pooling for all passes and resources
/// - Reuse collections across frames (Clear() instead of new)
/// - Avoid LINQ and foreach over interfaces
/// - Pre-allocate capacity based on expected usage
/// </summary>
public sealed class RenderGraph
{
private readonly RenderGraphResourceRegistry _resources = new();
private readonly RenderGraphObjectPool _objectPool = new();
private readonly List<RenderGraphPassBase> _passes = new(64);
private readonly List<RenderGraphPassBase> _compiledPasses = new(64);
private readonly RenderGraphBuilder _builder = new();
private readonly MockCommandBuffer _commandBuffer = new();
private readonly RenderContext _renderContext;
private readonly ResourceAliasingManager _aliasingManager = new();
private readonly Dictionary<int, ResourceState> _resourceStates = new(128);
private readonly List<ResourceBarrier> _barriers = new(128);
private readonly RenderGraphCompilationCache _compilationCache = new();
private readonly XxHash64 _hasher = new();
private int _passCount;
private bool _compiled;
public RenderGraphBlackboard Blackboard { get; } = new();
public RenderGraph()
{
_renderContext = new RenderContext(_commandBuffer);
}
/// <summary>
/// Resets the render graph for a new frame.
/// Reuses existing allocations to minimize GC.
/// </summary>
public void Reset()
{
// Clear blackboard data
Blackboard.Clear();
// Reset resources but keep allocations
_resources.BeginFrame();
// Reset aliasing manager
_aliasingManager.BeginFrame();
// Clear resource states and barriers
_resourceStates.Clear();
_barriers.Clear();
// Return passes to the pool and reset count
for (var i = 0; i < _passCount; i++)
{
var pass = _passes[i];
pass.Clear();
_objectPool.Release(pass);
}
_passCount = 0;
// Clear compiled passes list
_compiledPasses.Clear();
_compiled = false;
}
/// <summary>
/// Imports an external texture into the render graph.
/// </summary>
public RenderGraphTextureHandle ImportTexture(string name, TextureDescriptor descriptor)
{
return _resources.ImportTexture(descriptor);
}
/// <summary>
/// Adds a new render pass to the graph.
/// </summary>
public RenderGraphBuilder AddRenderPass<TPassData>(string name, out TPassData passData)
where TPassData : class, new()
{
// Get or create pass from pool
RenderGraphPass<TPassData> pass;
if (_passCount < _passes.Count)
{
// Reuse existing slot
var existingPass = _passes[_passCount];
if (existingPass is RenderGraphPass<TPassData> typedPass)
{
pass = typedPass;
pass.Reset();
}
else
{
// Type mismatch, need to replace
_objectPool.Release(existingPass);
pass = _objectPool.Get<RenderGraphPass<TPassData>>();
pass.Reset();
_passes[_passCount] = pass;
}
}
else
{
// Need to grow the list
pass = _objectPool.Get<RenderGraphPass<TPassData>>();
pass.Reset();
_passes.Add(pass);
}
// Initialize pass
pass.Name = name;
pass.Index = _passCount;
// Get or create pass data from pool
passData = _objectPool.Get<TPassData>();
pass.PassData = passData;
_passCount++;
// Initialize builder
_builder.Initialize(pass, _resources);
return _builder;
}
/// <summary>
/// Computes a _hasher of the render graph structure for caching.
/// Does NOT include pass names (they don't affect compilation).
/// Uses XxHash3 with SIMD optimizations for fast hashing.
/// </summary>
private unsafe ulong ComputeGraphHash()
{
using var scope = AllocationManager.CreateStackScope();
var bufferPool = new UnsafeList<byte>(4096, scope.AllocationHandle);
int offset = 0;
var pData = (byte*)bufferPool.GetUnsafePtr();
_hasher.Reset();
// Hash pass count
_hasher.AppendInt(_passCount);
// Hash each pass structure (excluding names)
for (int i = 0; i < _passCount; i++)
{
var pass = _passes[i];
// Save 0.004ms.
//// Hash pass properties that affect compilation
//_hasher.AppendEnum(pass.Type);
//_hasher.AppendBool(pass.AllowCulling);
//_hasher.AppendBool(pass.AsyncCompute);
//// Hash texture dependencies (only indices, not versions or names)
//_hasher.AppendHandleList(pass.TextureReads);
//_hasher.AppendHandleList(pass.TextureWrites);
//_hasher.AppendHandleList(pass.TextureCreates);
*(RenderPassType*)(pData + offset) = pass.Type;
offset += sizeof(RenderPassType);
*(bool*)(pData + offset) = pass.AllowCulling;
offset += sizeof(bool);
*(bool*)(pData + offset) = pass.AsyncCompute;
offset += sizeof(bool);
*(int*)(pData + offset) = pass.TextureReads.Count;
offset += sizeof(int);
for (int j = 0; j < pass.TextureReads.Count; j++)
{
*(int*)(pData + offset) = pass.TextureReads[j].Index;
offset += sizeof(int);
}
*(int*)(pData + offset) = pass.TextureWrites.Count;
offset += sizeof(int);
for (int j = 0; j < pass.TextureWrites.Count; j++)
{
*(int*)(pData + offset) = pass.TextureWrites[j].Index;
offset += sizeof(int);
}
*(int*)(pData + offset) = pass.TextureCreates.Count;
offset += sizeof(int);
for (int j = 0; j < pass.TextureCreates.Count; j++)
{
*(int*)(pData + offset) = pass.TextureCreates[j].Index;
offset += sizeof(int);
}
}
// Hash resource descriptors
for (int i = 0; i < _resources.TextureResourceCount; i++)
{
var resource = _resources.GetTextureResourceByIndex(i);
*(int*)(pData + offset) = resource.Descriptor.Width;
offset += sizeof(int);
*(int*)(pData + offset) = resource.Descriptor.Height;
offset += sizeof(int);
*(TextureFormat*)(pData + offset) = resource.Descriptor.Format;
offset += sizeof(TextureFormat);
*(bool*)(pData + offset) = resource.IsImported;
offset += sizeof(bool);
}
var span = new Span<byte>(pData, offset);
_hasher.Append(span);
return _hasher.GetCurrentHashAsUInt64();
}
/// <summary>
/// Compiles the render graph by culling unused passes and determining resource lifetimes.
/// </summary>
public void Compile()
{
if (_compiled)
return;
#if DEBUG
var sw = System.Diagnostics.Stopwatch.StartNew();
#endif
// Step 0: Check cache
ulong graphHash = ComputeGraphHash();
#if DEBUG
var hashTime = sw.Elapsed.TotalMicroseconds;
#endif
if (_compilationCache.TryGetCached(graphHash, out var cached))
{
// CACHE HIT - restore from cache
#if DEBUG
Console.WriteLine($"\n[CACHE HIT] Hash: {graphHash:X16} (computed in {hashTime:F2}μs)");
#endif
RestoreFromCache(cached);
#if DEBUG
sw.Stop();
Console.WriteLine($"[CACHE HIT] Total restore time: {sw.Elapsed.TotalMicroseconds:F2}μs");
#endif
_compiled = true;
return;
}
#if DEBUG
Console.WriteLine($"\n[CACHE MISS] Hash: {graphHash:X16} (computed in {hashTime:F2}μs)");
#endif
_compiledPasses.Clear();
// Step 1: Mark passes with side effects (writes to imported resources)
for (var i = 0; i < _passCount; i++)
{
var pass = _passes[i];
// Check if this pass writes to any imported textures
for (var j = 0; j < pass.TextureWrites.Count; j++)
{
var writeHandle = pass.TextureWrites[j];
var resource = _resources.GetTextureResource(writeHandle);
if (resource.IsImported)
{
pass.HasSideEffects = true;
break;
}
}
}
// Step 2: Cull passes based on dependency analysis
// Mark all passes as culled initially
for (var i = 0; i < _passCount; i++)
{
_passes[i].Culled = _passes[i].AllowCulling && !_passes[i].HasSideEffects;
}
// Step 3: Traverse backwards from passes with side effects
for (var i = _passCount - 1; i >= 0; i--)
{
var pass = _passes[i];
if (!pass.Culled)
{
UnculDependencies(pass);
}
}
// Step 4: Build final pass list (only non-culled passes)
for (var i = 0; i < _passCount; i++)
{
var pass = _passes[i];
if (!pass.Culled)
{
_compiledPasses.Add(pass);
}
}
// Step 5: Perform resource aliasing to minimize memory usage
_aliasingManager.AssignPhysicalResources(_resources, _passCount);
// Step 6: Generate barriers for state transitions and aliasing
GenerateBarriers();
// Step 7: Store in cache for future frames
StoreInCache(graphHash);
_compiled = true;
}
/// <summary>
/// Restores the render graph state from cached compilation results.
/// </summary>
private void RestoreFromCache(CachedCompilation cached)
{
// Restore compiled pass list
_compiledPasses.Clear();
for (int i = 0; i < cached.CompiledPassIndices.Count; i++)
{
int passIndex = cached.CompiledPassIndices[i];
_compiledPasses.Add(_passes[passIndex]);
}
// Restore culling flags
for (int i = 0; i < _passCount && i < cached.PassCulledFlags.Count; i++)
{
_passes[i].Culled = cached.PassCulledFlags[i];
}
// Restore aliasing mappings (need to update ResourceAliasingManager)
_aliasingManager.RestoreFromCache(cached.LogicalToPhysical, cached.PhysicalResources);
// Restore barriers (deep copy to avoid shared references)
_barriers.Clear();
for (int i = 0; i < cached.Barriers.Count; i++)
{
_barriers.Add(cached.Barriers[i]);
}
// Restore resource states
_resourceStates.Clear();
foreach (var kvp in cached.ResourceStates)
{
_resourceStates[kvp.Key] = kvp.Value;
}
}
/// <summary>
/// Stores current compilation results in the cache.
/// </summary>
private void StoreInCache(ulong graphHash)
{
var cacheData = new CachedCompilation();
// Store compiled pass indices
for (int i = 0; i < _compiledPasses.Count; i++)
{
cacheData.CompiledPassIndices.Add(_compiledPasses[i].Index);
}
// Store culling flags for all passes
for (int i = 0; i < _passCount; i++)
{
cacheData.PassCulledFlags.Add(_passes[i].Culled);
}
// Store aliasing mappings
_aliasingManager.StoreToCache(cacheData.LogicalToPhysical, cacheData.PhysicalResources);
// Store barriers
for (int i = 0; i < _barriers.Count; i++)
{
cacheData.Barriers.Add(_barriers[i]);
}
// Store resource states
foreach (var kvp in _resourceStates)
{
cacheData.ResourceStates[kvp.Key] = kvp.Value;
}
_compilationCache.Store(graphHash, cacheData);
}
/// <summary>
/// Recursively un-cull passes that a given pass depends on.
/// </summary>
private void UnculDependencies(RenderGraphPassBase pass)
{
// Un-cull all producers of textures we read
for (var i = 0; i < pass.TextureReads.Count; i++)
{
var readHandle = pass.TextureReads[i];
var resource = _resources.GetTextureResource(readHandle);
if (resource.ProducerPass >= 0)
{
var producer = _passes[resource.ProducerPass];
if (producer.Culled)
{
producer.Culled = false;
UnculDependencies(producer);
}
}
}
}
/// <summary>
/// Generates resource barriers for state transitions and aliasing.
/// </summary>
private void GenerateBarriers()
{
_barriers.Clear();
_resourceStates.Clear();
#if DEBUG
Console.WriteLine("\n=== Barrier Generation ===");
#endif
// Process each compiled pass in order
for (var passIdx = 0; passIdx < _compiledPasses.Count; passIdx++)
{
var pass = _compiledPasses[passIdx];
// Insert aliasing barriers for resources that reuse physical memory
InsertAliasingBarriers(pass, passIdx);
// Insert transition barriers for state changes
InsertTransitionBarriers(pass, passIdx);
}
#if DEBUG
Console.WriteLine($"Total Barriers: {_barriers.Count}");
Console.WriteLine("==========================\n");
#endif
}
/// <summary>
/// Inserts aliasing barriers when a physical resource is reused.
/// </summary>
private void InsertAliasingBarriers(RenderGraphPassBase pass, int passIdx)
{
// Check all resources written by this pass
for (int i = 0; i < pass.TextureWrites.Count; i++)
{
var handle = pass.TextureWrites[i];
var resource = _resources.GetTextureResource(handle);
// Skip imported resources
if (resource.IsImported)
continue;
// Check if this is the first use of this logical resource
if (resource.FirstUsePass == pass.Index)
{
// Get the physical resource
int physicalIndex = _aliasingManager.GetPhysicalResourceIndex(handle.Index);
if (physicalIndex >= 0)
{
var physical = _aliasingManager.GetPhysicalResource(physicalIndex);
// If this physical resource has multiple aliased resources,
// we need an aliasing barrier when switching between them
if (physical != null && physical.AliasedLogicalResources.Count > 1)
{
// Find the resource that used this physical memory most recently before this pass
RenderGraphTextureHandle resourceBefore = default;
int mostRecentLastUse = -1;
foreach (int otherLogicalIndex in physical.AliasedLogicalResources)
{
if (otherLogicalIndex != handle.Index)
{
var otherResource = _resources.GetTextureResourceByIndex(otherLogicalIndex);
// Check if this resource finished before our resource starts
if (otherResource.LastUsePass < pass.Index &&
otherResource.LastUsePass > mostRecentLastUse)
{
mostRecentLastUse = otherResource.LastUsePass;
resourceBefore = new RenderGraphTextureHandle(
otherLogicalIndex,
otherResource.Version,
otherResource.Descriptor.Name);
}
}
}
// If we found a previous resource, insert aliasing barrier
if (mostRecentLastUse >= 0)
{
var barrier = ResourceBarrier.CreateAliasingBarrier(
resourceBefore,
handle,
passIdx
);
_barriers.Add(barrier);
#if DEBUG
Console.WriteLine($" {barrier}");
#endif
}
}
}
}
}
}
/// <summary>
/// Inserts transition barriers when a resource changes state.
/// </summary>
private void InsertTransitionBarriers(RenderGraphPassBase pass, int passIdx)
{
// Process reads (transition to shader resource)
for (var i = 0; i < pass.TextureReads.Count; i++)
{
var handle = pass.TextureReads[i];
InsertTransitionIfNeeded(handle, ResourceState.ShaderResource, passIdx);
}
// Process writes (transition to render target or UAV)
for (var i = 0; i < pass.TextureWrites.Count; i++)
{
var handle = pass.TextureWrites[i];
var targetState = ResourceState.RenderTarget; // Could be UAV for compute
InsertTransitionIfNeeded(handle, targetState, passIdx);
}
}
/// <summary>
/// Inserts a transition barrier if the resource state changes.
/// </summary>
private void InsertTransitionIfNeeded(RenderGraphTextureHandle handle, ResourceState newState, int passIdx)
{
if (!_resourceStates.TryGetValue(handle.Index, out var currentState))
{
// First time seeing this resource, assume undefined
currentState = ResourceState.Undefined;
}
if (currentState != newState)
{
var barrier = ResourceBarrier.CreateTransitionBarrier(
handle,
currentState,
newState,
passIdx
);
_barriers.Add(barrier);
_resourceStates[handle.Index] = newState;
#if DEBUG
Console.WriteLine($" {barrier}");
#endif
}
}
/// <summary>
/// Executes all compiled passes.
/// </summary>
public void Execute()
{
if (!_compiled)
{
Compile();
}
// Execute each non-culled pass
int barrierIndex = 0;
for (int i = 0; i < _compiledPasses.Count; i++)
{
var pass = _compiledPasses[i];
// Execute all barriers for this pass
#if DEBUG
bool hasBarriers = false;
#endif
while (barrierIndex < _barriers.Count && _barriers[barrierIndex].PassIndex == i)
{
#if DEBUG
if (!hasBarriers)
{
Console.WriteLine($"\n=== Barriers before Pass {i}: {pass.Name} ===");
hasBarriers = true;
}
Console.WriteLine($" {_barriers[barrierIndex]}");
#endif
// In a real implementation, you would execute the barrier here:
// ExecuteBarrier(_barriers[barrierIndex]);
barrierIndex++;
}
#if DEBUG
if (hasBarriers)
{
Console.WriteLine("=====================================\n");
}
#endif
pass.Execute(_renderContext);
}
}
}