Files
GhostEngine/src/Runtime/Ghost.Engine/RenderPipeline/GhostRenderPipelineSettings.cs
Misaki 884611181a Refactor instance update flow, asset registry, and texture IO
- Renamed AddInstanceRequest to UpdateInstanceRequest; unified add/update logic for GPU instances
- Introduced UpdateGPUInstanceSystem to handle changed MeshInstance components
- Replaced QueryBuilder.Create() with QueryBuilder.New() for consistency
- Switched versioning in ChunkView HasChanged/HasStructuralChanged to uint
- Added extension-to-AssetType mapping in AssetHandlerRegistry
- Changed TextureAssetHandler/Processor to use nint for image data
- Enhanced DDS cache: read mipmap count, handle invalid files
- Updated ProjectBrowserViewModel to use IAssetRegistry
- Upgraded Misaki.HighPerformance and System.IO.Hashing packages
- Set DependencyChainCapacity in JobSchedulerDesc
- Fixed instance buffer logic in GhostRenderPipeline
- Miscellaneous cleanups and namespace improvements
2026-04-22 15:36:49 +09:00

117 lines
3.8 KiB
C#

using Ghost.Core;
using Ghost.Engine.Components;
using Ghost.Graphics;
using Ghost.Graphics.Core;
using Misaki.HighPerformance.LowLevel.Collections;
using Misaki.HighPerformance.Mathematics;
using System.Collections.Concurrent;
namespace Ghost.Engine.RenderPipeline;
internal sealed class GhostRenderPayload : IRenderPayload
{
public struct UpdateInstanceRequest
{
public MeshInstance meshInstance;
public float4x4 localToWorld;
public uint instanceId;
}
public struct RemoveInstanceRequest
{
public uint instanceId;
public uint swapWithInstanceId;
}
private readonly GhostRenderPipeline _renderPipeline;
private UnsafeList<RenderRequest> _renderRequests;
private readonly ConcurrentQueue<UpdateInstanceRequest> _updateRequest;
private readonly ConcurrentQueue<RemoveInstanceRequest> _removeRequest;
private uint _instanceCountBefore;
private uint _instanceCount;
public ReadOnlySpan<RenderRequest> RenderRequests => _renderRequests;
public ConcurrentQueue<UpdateInstanceRequest> UpdateRequest => _updateRequest;
public ConcurrentQueue<RemoveInstanceRequest> RemoveRequest => _removeRequest;
public uint InstanceCountBefore => _instanceCountBefore;
public uint InstanceCount => _instanceCount;
public GhostRenderPayload(GhostRenderPipeline renderPipeline)
{
_renderPipeline = renderPipeline;
_renderRequests = new UnsafeList<RenderRequest>(4, Misaki.HighPerformance.LowLevel.Buffer.AllocationHandle.Persistent);
_updateRequest = new ConcurrentQueue<UpdateInstanceRequest>();
_removeRequest = new ConcurrentQueue<RemoveInstanceRequest>();
}
// NOTE: This is not thread safe.
public void AddRenderRequest(ref readonly RenderRequest renderRequest)
{
_renderRequests.Add(renderRequest);
}
public uint AddInstance(float4x4 ltw, ref readonly MeshInstance meshInstance)
{
var index = _renderPipeline.GPUScene.AddInstance();
_updateRequest.Enqueue(new UpdateInstanceRequest { instanceId = index, localToWorld = ltw, meshInstance = meshInstance });
return index;
}
public void UpdateInstance(uint instanceId, float4x4 ltw, ref readonly MeshInstance meshInstance)
{
_updateRequest.Enqueue(new UpdateInstanceRequest { instanceId = instanceId, localToWorld = ltw, meshInstance = meshInstance });
}
public void RemoveInstance(uint instanceId)
{
var swapWithInstanceId = _renderPipeline.GPUScene.RemoveInstance(instanceId);
if (swapWithInstanceId != uint.MaxValue)
{
_removeRequest.Enqueue(new RemoveInstanceRequest { instanceId = instanceId, swapWithInstanceId = swapWithInstanceId });
}
}
public void BeginRecord()
{
_instanceCountBefore = _renderPipeline.GPUScene.InstanceCount;
}
public void EndRecord()
{
// We capture the count here to prevent that main thread continues to add more requests for next frame while the render thread is still processing current frame's requests.
_instanceCount = _renderPipeline.GPUScene.InstanceCount;
Logger.DebugAssert(_instanceCount == _instanceCountBefore + (uint)_updateRequest.Count - (uint)_removeRequest.Count);
}
public void Reset()
{
_renderRequests.Clear();
_updateRequest.Clear();
_removeRequest.Clear();
}
public void Dispose()
{
_renderRequests.Dispose();
}
}
internal class GhostRenderPipelineSettings : IRenderPipelineSettings
{
public IRenderPipeline CreatePipeline(RenderSystem renderSystem)
{
return new GhostRenderPipeline(renderSystem);
}
public IRenderPayload CreatePayload(RenderSystem renderSystem, IRenderPipeline _renderPipeline)
{
return new GhostRenderPayload((GhostRenderPipeline)_renderPipeline);
}
}