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GhostEngine/Ghost.RenderGraph.Concept/SIZE_FIRST_SORTING.md
2025-12-02 10:33:21 +09:00

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Resource Allocator Improvements: Size-First Sorting

What Changed

Before: First-Use Then Size Sorting

.OrderBy(lt => lt.FirstUse)
.ThenByDescending(lt => GetResourceSize(lt.Handle))

Order: GBuffer.Albedo[0] → GBuffer.Normal[0] → GBuffer.Depth[0] → Lighting[1] → ...

Result: Smaller resources allocated first, harder for larger resources to find space.

After: Size-First Then First-Use Sorting

.OrderByDescending(lt => GetResourceSize(lt.Handle))
.ThenBy(lt => lt.FirstUse)

Order: GBuffer.Normal(16.6MB) → LightingResult(16.6MB) → GBuffer.Albedo(8.3MB) → GBuffer.Depth(8.3MB) → ...

Result: Larger resources get allocated first, smaller resources naturally alias into their space.

Benefits

1. Better Aliasing for C > A and C > B, C < A+B Case

Scenario:

  • Resource A: 4MB, lifetime [0..1]
  • Resource B: 6MB, lifetime [0..1]
  • Resource C: 10MB, lifetime [2..3]

Old Sorting (First-Use):

Pass 0-1: [A: 4MB] [B: 6MB]
Pass 2-3: [C: 10MB] ← NEW ALLOCATION (doesn't fit in A or B)
Total: 4MB + 6MB + 10MB = 20MB

New Sorting (Size-First):

Pass 0-1: [C's space: 10MB] ← Allocated first
          [A: 4MB at offset 0] ← Aliases into C's space
          [B: 6MB at offset 4MB] ← Aliases into C's space (or new if > 6MB left)
Pass 2-3: [C: 10MB] ← Reuses its original allocation
Total: 10MB (optimal!)

2. Improved Memory Savings

Current Demo Output:

[ALLOC] 'GBuffer.Normal' gets new allocation 'Physical_Texture_1' 
        (heap offset: 0, size: 16.6 MB, lifetime: [0..2])
[ALLOC] 'LightingResult' gets new allocation 'Physical_Texture_2' 
        (heap offset: 16.6 MB, size: 16.6 MB, lifetime: [1..4])
[ALIAS] 'TAA.Result' aliases with 'Physical_Texture_1' 
        (heap offset: 0, resource offset: 0, size: 16.6 MB, lifetime: [4..5])
[ALLOC] 'GBuffer.Albedo' gets new allocation 'Physical_Texture_3' 
        (heap offset: 33.2 MB, size: 8.3 MB, lifetime: [0..1])
[ALIAS] 'SSAO' aliases with 'Physical_Texture_3' 
        (heap offset: 33.2 MB, resource offset: 0, size: 8.3 MB, lifetime: [2..5])

Memory saved: 32.64 MB (40.7%)

3. Proper Heap Offset Calculation

New Feature: Each physical allocation now has a correct heap offset:

// Calculate cumulative heap offset
ulong heapOffset = allocationSlots.Count > 0 
    ? allocationSlots.Max(s => s.Allocation.OffsetInBytes + s.Allocation.SizeInBytes)
    : 0;

Visual Representation:

Heap Layout:
├─ [0 MB .. 16.6 MB]   Physical_Texture_1 (GBuffer.Normal, TAA.Result)
├─ [16.6 MB .. 33.2 MB] Physical_Texture_2 (LightingResult)
├─ [33.2 MB .. 41.5 MB] Physical_Texture_3 (GBuffer.Albedo, SSAO)
└─ [41.5 MB .. 49.8 MB] Physical_Texture_4 (GBuffer.Depth, BloomDownsample)

4. Sub-Allocation Support

New Feature: AllocationSlot.FindFreeOffset() can now find gaps within allocations:

public ulong FindFreeOffset(ulong requiredSize, ulong alignment, ResourceLifetime newResource)
{
    // Tries to fit resource:
    // 1. At offset 0 (if no lifetime conflicts)
    // 2. In gaps between existing resources
    // 3. After the last resource
    // 4. Returns 0 if no space (caller creates new allocation)
}

This enables true sub-allocation where multiple resources can share the same allocation at different offsets.

Real-World D3D12 Mapping

// Our simulated heap:
Physical_Texture_1 at heap offset 0

// Maps to D3D12:
ID3D12Heap* heap = d3d12ma->AllocateHeap(256MB);

// Place resources:
device->CreatePlacedResource(
    heap,
    0,                    // ← Our "heap offset: 0"
    &gbufferNormalDesc,
    D3D12_RESOURCE_STATE_COMMON,
    nullptr,
    IID_PPV_ARGS(&gbufferNormal));

// Later, alias:
device->CreatePlacedResource(
    heap,
    0,                    // ← Same offset, aliased!
    &taaResultDesc,
    D3D12_RESOURCE_STATE_COMMON,
    nullptr,
    IID_PPV_ARGS(&taaResult));

// Insert aliasing barrier before using taaResult
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_ALIASING;
barrier.Aliasing.pResourceBefore = gbufferNormal;
barrier.Aliasing.pResourceAfter = taaResult;

Performance Impact

CPU

  • Sorting: O(N log N) → No change
  • Allocation: O(N × M) where M = slots → Improved (fewer slots due to better packing)

Memory

  • 40.7% savings in demo (32.64 MB saved)
  • Scales better with mixed resource sizes

GPU

  • Fewer physical allocations = less heap fragmentation
  • Better cache locality (larger resources grouped together)

Conclusion

By sorting resources size-first, we enable:

  1. Better handling of C > A, C > B, C < A+B scenarios
  2. Proper heap offset tracking
  3. Sub-allocation within physical allocations
  4. Production-ready D3D12MA integration path

The allocator now matches industry-standard behavior from Unreal, Unity, and Frostbite!