Implemented a transient render graph system as a proof of concept, including resource aliasing, pass culling, and typed pass data. Added new project `Ghost.RenderGraph.Concept` targeting `.NET 10.0`. Refactored graphics-related components: - Simplified resource state transitions in `RenderingContext`. - Improved resize handling in `GraphicsTestWindow`. - Updated `D3D12GraphicsEngine` to streamline frame rendering. - Enhanced `D3D12ResourceDatabase` and `D3D12SwapChain` for better resource management. Added detailed documentation: - `ALIASING.md` explains resource aliasing techniques. - `API_DESIGN.md` outlines the render graph API design. Updated solution to include the new render graph project.
214 lines
7.8 KiB
C#
214 lines
7.8 KiB
C#
namespace Ghost.RenderGraph.Concept;
|
|
|
|
/// <summary>
|
|
/// Represents a physical memory allocation that can be shared by multiple transient resources
|
|
/// </summary>
|
|
internal class PhysicalResourceAllocation
|
|
{
|
|
public int AllocationId { get; }
|
|
public ulong SizeInBytes { get; }
|
|
public ulong OffsetInBytes { get; }
|
|
public string DebugName { get; }
|
|
public List<RenderGraphResourceHandle> AliasedResources { get; } = new();
|
|
|
|
public PhysicalResourceAllocation(int allocationId, ulong sizeInBytes, ulong offsetInBytes, string debugName)
|
|
{
|
|
AllocationId = allocationId;
|
|
SizeInBytes = sizeInBytes;
|
|
OffsetInBytes = offsetInBytes;
|
|
DebugName = debugName;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Manages memory allocation and aliasing for transient resources
|
|
/// </summary>
|
|
internal class ResourceAllocator
|
|
{
|
|
private readonly List<PhysicalResourceAllocation> _allocations = new();
|
|
private int _allocationIdCounter = 0;
|
|
|
|
public IReadOnlyList<PhysicalResourceAllocation> Allocations => _allocations;
|
|
|
|
/// <summary>
|
|
/// Allocate physical memory for resources, enabling aliasing where possible
|
|
/// </summary>
|
|
public void AllocateResources(
|
|
IReadOnlyList<ResourceLifetime> resourceLifetimes,
|
|
List<RenderGraphPass> passes)
|
|
{
|
|
Console.WriteLine("\n[RG] ===== RESOURCE ALIASING ANALYSIS =====");
|
|
|
|
// Separate imported and transient resources
|
|
var transientResources = resourceLifetimes
|
|
.Where(lt => !lt.Handle.IsImported && lt.FirstUse != int.MaxValue)
|
|
.OrderBy(lt => lt.FirstUse)
|
|
.ThenByDescending(lt => GetResourceSize(lt.Handle))
|
|
.ToList();
|
|
|
|
if (!transientResources.Any())
|
|
{
|
|
Console.WriteLine("No transient resources to allocate.");
|
|
return;
|
|
}
|
|
|
|
// Track which allocation slots are occupied at each pass
|
|
var allocationSlots = new List<AllocationSlot>();
|
|
|
|
foreach (var resource in transientResources)
|
|
{
|
|
var size = GetResourceSize(resource.Handle);
|
|
var alignment = GetResourceAlignment(resource.Handle);
|
|
|
|
// Find an existing allocation slot that:
|
|
// 1. Is large enough
|
|
// 2. Has no lifetime overlap
|
|
// 3. Matches resource type (texture/buffer)
|
|
AllocationSlot? reuseSlot = null;
|
|
foreach (var slot in allocationSlots)
|
|
{
|
|
if (CanAlias(slot, resource, size, alignment))
|
|
{
|
|
reuseSlot = slot;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (reuseSlot != null)
|
|
{
|
|
// Reuse existing allocation
|
|
reuseSlot.AddResource(resource);
|
|
Console.WriteLine($"[ALIAS] '{resource.Handle.Name}' aliases with '{reuseSlot.Allocation.DebugName}' " +
|
|
$"(offset: {reuseSlot.Allocation.OffsetInBytes}, size: {size} bytes, " +
|
|
$"lifetime: [{resource.FirstUse}..{resource.LastUse}])");
|
|
}
|
|
else
|
|
{
|
|
// Create new allocation
|
|
var allocation = new PhysicalResourceAllocation(
|
|
_allocationIdCounter++,
|
|
size,
|
|
offsetInBytes: 0, // In a real implementation, this would be a heap offset
|
|
$"Physical_{resource.Handle.Type}_{_allocationIdCounter}");
|
|
|
|
var newSlot = new AllocationSlot(allocation, resource.Handle.Type);
|
|
newSlot.AddResource(resource);
|
|
allocationSlots.Add(newSlot);
|
|
|
|
Console.WriteLine($"[ALLOC] '{resource.Handle.Name}' gets new allocation '{allocation.DebugName}' " +
|
|
$"(size: {size} bytes, lifetime: [{resource.FirstUse}..{resource.LastUse}])");
|
|
}
|
|
}
|
|
|
|
_allocations.AddRange(allocationSlots.Select(s => s.Allocation));
|
|
|
|
// Print summary
|
|
Console.WriteLine($"\n[RG] Memory Statistics:");
|
|
var totalWithoutAliasing = transientResources.Sum(r => (long)GetResourceSize(r.Handle));
|
|
var totalWithAliasing = _allocations.Sum(a => (long)a.SizeInBytes);
|
|
var savedMemory = totalWithoutAliasing - totalWithAliasing;
|
|
var savingPercentage = totalWithoutAliasing > 0 ? (savedMemory * 100.0 / totalWithoutAliasing) : 0;
|
|
|
|
Console.WriteLine($" Total memory without aliasing: {FormatBytes(totalWithoutAliasing)}");
|
|
Console.WriteLine($" Total memory with aliasing: {FormatBytes(totalWithAliasing)}");
|
|
Console.WriteLine($" Memory saved: {FormatBytes(savedMemory)} ({savingPercentage:F1}%)");
|
|
Console.WriteLine($" Allocations: {_allocations.Count} physical allocations for {transientResources.Count} resources");
|
|
}
|
|
|
|
private bool CanAlias(AllocationSlot slot, ResourceLifetime resource, ulong requiredSize, ulong requiredAlignment)
|
|
{
|
|
// Must be same resource type
|
|
if (slot.ResourceType != resource.Handle.Type)
|
|
return false;
|
|
|
|
// Must be large enough
|
|
if (slot.Allocation.SizeInBytes < requiredSize)
|
|
return false;
|
|
|
|
// Check for lifetime overlap with any resource in this slot
|
|
foreach (var existingResource in slot.Resources)
|
|
{
|
|
if (LifetimesOverlap(existingResource, resource))
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private bool LifetimesOverlap(ResourceLifetime a, ResourceLifetime b)
|
|
{
|
|
// Two resources overlap if their lifetimes intersect
|
|
return !(a.LastUse < b.FirstUse || b.LastUse < a.FirstUse);
|
|
}
|
|
|
|
private ulong GetResourceSize(RenderGraphResourceHandle handle)
|
|
{
|
|
return handle switch
|
|
{
|
|
RenderGraphTextureHandle texture => CalculateTextureSize(texture.Descriptor),
|
|
RenderGraphBufferHandle buffer => (ulong)buffer.Descriptor.SizeInBytes,
|
|
_ => 0
|
|
};
|
|
}
|
|
|
|
private ulong GetResourceAlignment(RenderGraphResourceHandle handle)
|
|
{
|
|
// In a real implementation, this would query D3D12_RESOURCE_ALLOCATION_INFO
|
|
return handle switch
|
|
{
|
|
RenderGraphTextureHandle => 65536, // 64KB texture alignment (typical)
|
|
RenderGraphBufferHandle => 256, // 256 byte buffer alignment
|
|
_ => 256
|
|
};
|
|
}
|
|
|
|
private ulong CalculateTextureSize(TextureDescriptor desc)
|
|
{
|
|
// Simplified size calculation
|
|
var bytesPerPixel = desc.Format switch
|
|
{
|
|
TextureFormat.RGBA8 => 4,
|
|
TextureFormat.RGBA16F => 8,
|
|
TextureFormat.RGBA32F => 16,
|
|
TextureFormat.Depth32F => 4,
|
|
TextureFormat.R32Uint => 4,
|
|
_ => 4
|
|
};
|
|
|
|
return (ulong)(desc.Width * desc.Height * bytesPerPixel);
|
|
}
|
|
|
|
private string FormatBytes(long bytes)
|
|
{
|
|
if (bytes < 1024)
|
|
return $"{bytes} B";
|
|
if (bytes < 1024 * 1024)
|
|
return $"{bytes / 1024.0:F2} KB";
|
|
return $"{bytes / (1024.0 * 1024.0):F2} MB";
|
|
}
|
|
|
|
public PhysicalResourceAllocation? GetAllocation(RenderGraphResourceHandle handle)
|
|
{
|
|
return _allocations.FirstOrDefault(a => a.AliasedResources.Any(r => r.Id == handle.Id));
|
|
}
|
|
|
|
private class AllocationSlot
|
|
{
|
|
public PhysicalResourceAllocation Allocation { get; }
|
|
public ResourceType ResourceType { get; }
|
|
public List<ResourceLifetime> Resources { get; } = new();
|
|
|
|
public AllocationSlot(PhysicalResourceAllocation allocation, ResourceType resourceType)
|
|
{
|
|
Allocation = allocation;
|
|
ResourceType = resourceType;
|
|
}
|
|
|
|
public void AddResource(ResourceLifetime resource)
|
|
{
|
|
Resources.Add(resource);
|
|
Allocation.AliasedResources.Add(resource.Handle);
|
|
}
|
|
}
|
|
}
|