Files
GhostEngine/Ghost.RenderGraph.Concept/RenderGraphResourcePool.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

174 lines
4.9 KiB
C#

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 readonly Dictionary<Type, Stack<object>> _pools = new();
public T Get<T>() where T : class, new()
{
var type = typeof(T);
if (_pools.TryGetValue(type, out var pool) && pool.Count > 0)
{
return (T)pool.Pop();
}
return new T();
}
public void Release<T>(T obj) where T : class
{
if (obj == null) return;
var type = typeof(T);
if (!_pools.TryGetValue(type, out var pool))
{
pool = new Stack<object>(16);
_pools[type] = pool;
}
pool.Push(obj);
}
public void Clear()
{
_pools.Clear();
}
}
/// <summary>
/// Represents a texture resource in the render graph.
/// </summary>
internal sealed class TextureResource
{
public int Index;
public int Version;
public TextureDescriptor Descriptor;
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()
{
Index = -1;
Version = 0;
Descriptor = 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.
/// </summary>
internal sealed class RenderGraphResourceRegistry
{
private readonly List<TextureResource> _textureResources = new(64);
private readonly RenderGraphObjectPool _pool = new();
private int _textureResourceCount;
public int TextureResourceCount => _textureResourceCount;
public void BeginFrame()
{
// Don't clear the lists, just reset the count
// This avoids reallocating the backing arrays
_textureResourceCount = 0;
}
public RenderGraphTextureHandle ImportTexture(TextureDescriptor descriptor)
{
var resource = GetOrCreateTextureResource();
resource.Index = _textureResourceCount - 1;
resource.Version = 0;
resource.Descriptor = descriptor;
resource.IsImported = true;
return new RenderGraphTextureHandle(resource.Index, resource.Version, descriptor.Name);
}
public RenderGraphTextureHandle CreateTexture(TextureDescriptor descriptor)
{
var resource = GetOrCreateTextureResource();
resource.Index = _textureResourceCount - 1;
resource.Version = 0;
resource.Descriptor = descriptor;
resource.IsImported = false;
return new RenderGraphTextureHandle(resource.Index, resource.Version, descriptor.Name);
}
public TextureResource GetTextureResource(RenderGraphTextureHandle handle)
{
if (handle.Index < 0 || handle.Index >= _textureResourceCount)
throw new ArgumentException($"Invalid texture handle: {handle.Index}");
return _textureResources[handle.Index];
}
public TextureResource GetTextureResourceByIndex(int index)
{
if (index < 0 || index >= _textureResourceCount)
throw new ArgumentException($"Invalid texture index: {index}");
return _textureResources[index];
}
public void SetProducer(RenderGraphTextureHandle handle, int passIndex)
{
var resource = GetTextureResource(handle);
resource.ProducerPass = passIndex;
if (resource.FirstUsePass < 0)
resource.FirstUsePass = passIndex;
}
public void AddConsumer(RenderGraphTextureHandle handle, int passIndex)
{
var resource = GetTextureResource(handle);
resource.ConsumerPasses.Add(passIndex);
resource.LastUsePass = passIndex;
if (resource.FirstUsePass < 0)
resource.FirstUsePass = passIndex;
}
private TextureResource GetOrCreateTextureResource()
{
TextureResource resource;
if (_textureResourceCount < _textureResources.Count)
{
// Reuse existing slot
resource = _textureResources[_textureResourceCount];
resource.Reset();
}
else
{
// Need to grow the list
resource = _pool.Get<TextureResource>();
resource.Reset();
_textureResources.Add(resource);
}
_textureResourceCount++;
return resource;
}
public void Clear()
{
for (int i = 0; i < _textureResources.Count; i++)
{
_pool.Release(_textureResources[i]);
}
_textureResources.Clear();
_textureResourceCount = 0;
}
}