Files
GhostEngine/Ghost.Graphics/RenderGraphModule/RenderGraphCompilationCache.cs
Misaki e11a9ebb52 Refactor render graph: modular compilation & execution
Major overhaul of render graph system for modularity and performance:
- Split compilation and execution logic into dedicated classes (Compiler, Executor, NativePassBuilder, Barriers)
- Overhauled barrier system: now uses CompiledBarrier with target state only, querying before state at execution
- Resource size/alignment now queried from D3D12 device for accurate heap allocation
- ResourceDesc now includes Type field and asserts correct union access
- Centralized D3D12 interop logic in D3D12Utility extensions
- Added RenderGraphHasher for structural graph hashing and cache invalidation
- RenderGraph class simplified to orchestrate specialized components
- ResourceAliasingManager now uses allocator for size queries
- Compilation cache now stores compiled barriers, reducing memory usage
- Improved comments, debug assertions, and removed redundant code

Result: more maintainable, efficient, and robust render graph pipeline.
2026-01-23 18:12:52 +09:00

146 lines
4.1 KiB
C#

using Ghost.Core;
using Ghost.Graphics.Core;
using Ghost.Graphics.RHI;
using System.Diagnostics.CodeAnalysis;
namespace Ghost.Graphics.RenderGraphModule;
/// <summary>
/// Represents cached compilation results for a render graph.
/// This avoids recompiling the graph when the structure hasn't changed.
/// </summary>
internal sealed class CachedCompilation
{
// Compiled pass indices (indices into the _passes list)
public readonly List<int> compiledPassIndices = new(64);
// Culling decisions for each pass
public readonly List<bool> passCulledFlags = new(64);
// Physical resource aliasing mappings (logical index -> physical index)
public readonly Dictionary<int, int> logicalToPhysical = new(128);
// Placed resource metadata
public readonly List<PlacedResourceData> placedResources = new(32);
// Compiled barriers (stores only target states, queries before state from ResourceDatabase)
public readonly List<CompiledBarrier> compiledBarriers = new(128);
// Real gpu resource
public readonly List<Handle<GPUResource>> backingResources = new(32);
// View state used for this compilation
public ViewState viewState;
public void Clear()
{
compiledPassIndices.Clear();
passCulledFlags.Clear();
logicalToPhysical.Clear();
placedResources.Clear();
compiledBarriers.Clear();
backingResources.Clear();
viewState = default;
}
}
/// <summary>
/// Placed resource data for caching.
/// </summary>
internal struct PlacedResourceData
{
public int index;
public RenderGraphResourceType type;
public ulong heapOffset;
public ulong sizeInBytes;
public int firstUsePass;
public int lastUsePass;
}
/// <summary>
/// Manages compilation caching for render graphs.
/// Stores compiled results and allows cache hits when graph structure is unchanged.
/// </summary>
internal sealed class RenderGraphCompilationCache
{
private readonly CachedCompilation _cached = new();
private ulong _cachedHash;
private bool _hasCachedData;
// Statistics
public int CacheHits { get; private set; }
public int CacheMisses { get; private set; }
/// <summary>
/// Attempts to retrieve cached compilation results.
/// </summary>
public bool TryGetCached(ulong hash, [MaybeNullWhen(false)] out CachedCompilation result)
{
if (_hasCachedData && _cachedHash == hash)
{
result = _cached;
CacheHits++;
return true;
}
result = null;
CacheMisses++;
return false;
}
/// <summary>
/// Stores compilation results in the cache.
/// </summary>
public void Store(ulong hash, CachedCompilation data)
{
_cachedHash = hash;
_hasCachedData = true;
// Deep copy the data
_cached.Clear();
_cached.compiledPassIndices.AddRange(data.compiledPassIndices);
_cached.passCulledFlags.AddRange(data.passCulledFlags);
foreach (var kvp in data.logicalToPhysical)
{
_cached.logicalToPhysical[kvp.Key] = kvp.Value;
}
_cached.placedResources.AddRange(data.placedResources);
_cached.compiledBarriers.AddRange(data.compiledBarriers);
_cached.backingResources.AddRange(data.backingResources);
}
/// <summary>
/// Invalidates the cache, forcing recompilation on next Compile().
/// </summary>
public void Invalidate()
{
_hasCachedData = false;
_cachedHash = 0;
_cached.Clear();
}
public void UpdateBackingResource(int logicalIndex, Handle<GPUResource> resource)
{
if (logicalIndex < 0 || logicalIndex >= _cached.backingResources.Count)
{
return;
}
_cached.backingResources[logicalIndex] = resource;
}
/// <summary>
/// Gets cache statistics for debugging.
/// </summary>
public (int hits, int misses, double hitRate) GetStatistics()
{
int total = CacheHits + CacheMisses;
double hitRate = total > 0 ? (double)CacheHits / total : 0.0;
return (CacheHits, CacheMisses, hitRate);
}
}