Files
GhostEngine/Ghost.Graphics/RenderGraphModule/RenderGraphResourcePool.cs
Misaki 4173ff2432 Refactor RenderGraph barrier/state tracking system
Major overhaul of resource barrier and state tracking in RenderGraph:
- Introduce ResourceBarrierData for explicit (layout, access, sync) tracking.
- Separate aliasing and transition barriers; explicit aliasing support.
- Remove BufferHint; infer buffer usage from BufferUsage flags.
- Update TextureAccess/BufferAccess to include usage requirements.
- Improve enums (BarrierSync, BarrierAccess, BarrierLayout) for D3D12 alignment.
- Update D3D12CommandBuffer to use new barrier data and error handling.
- Make D3D12DescriptorHeap a class; add ReleaseSampler to IResourceDatabase.
- Reset resource pools and aliasing managers each frame.
- Batch and flush barriers efficiently per pass.
- Update HLSL mesh shader macros to [NumThreads].
- Remove obsolete code and improve documentation.
This refactor improves correctness, extensibility, and prepares for advanced features.
2026-01-22 20:51:58 +09:00

329 lines
9.8 KiB
C#

using Ghost.Core;
using Ghost.Graphics.Core;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.Buffer;
namespace Ghost.Graphics.RenderGraphModule;
/// <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 static readonly List<SharedObjectPoolBase> s_allocatedPools = new();
private class SharedObjectPoolBase
{
public SharedObjectPoolBase() { }
public virtual void Clear() { }
}
private class SharedObjectPool<T> : SharedObjectPoolBase where T : class, new()
{
private static readonly ObjectPool<T> s_pool = AllocatePool();
private static ObjectPool<T> AllocatePool()
{
var newPool = new ObjectPool<T>(() => new T(), null);
// Storing instance to clear the static pool of the same type if needed
s_allocatedPools.Add(new SharedObjectPool<T>());
return newPool;
}
/// <summary>
/// Clear the pool using SharedObjectPool instance.
/// </summary>
/// <returns></returns>
public override void Clear()
{
s_pool.Reset();
}
/// <summary>
/// Rent a new instance from the pool.
/// </summary>
/// <returns></returns>
// FIX: ObjectPool<T>.Rent() has a critical bug that it will put the newly created object into the pool directly and give out the same instance again.
// This will cause multiple renters to get the same instance.
public static T Rent() => s_pool.Rent();
/// <summary>
/// Return an object to the pool.
/// </summary>
/// <param name="toRelease">instance to release.</param>
public static void Return(T toRelease) => s_pool.Return(toRelease);
}
public T Rent<T>()
where T : class, new()
{
return SharedObjectPool<T>.Rent();
}
public void Return<T>(T obj)
where T : class, new()
{
SharedObjectPool<T>.Return(obj);
}
public void Clear()
{
for (var i = 0; i < s_allocatedPools.Count; i++)
{
s_allocatedPools[i].Clear();
}
}
}
/// <summary>
/// Represents a resource in the render graph (texture or buffer).
/// </summary>
internal sealed class RenderGraphResource
{
public string name = string.Empty;
public int index;
public RenderGraphResourceType type;
// Resource descriptors (only one is valid based on type)
public RGTextureDesc rgTextureDesc;
public BufferDesc bufferDesc;
// Resolved dimensions (computed from rgTextureDesc + ViewState for textures)
public uint resolvedWidth;
public uint resolvedHeight;
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 Handle<GPUResource> backingResource = Handle<GPUResource>.Invalid;
public void Reset()
{
name = string.Empty;
type = RenderGraphResourceType.Texture;
index = -1;
rgTextureDesc = default;
bufferDesc = default;
resolvedWidth = 0;
resolvedHeight = 0;
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.
/// Uses a single unified list for both textures and buffers with global indexing.
/// </summary>
internal sealed class RenderGraphResourceRegistry
{
private readonly RenderGraphObjectPool _pool;
private readonly List<RenderGraphResource> _resources;
internal IReadOnlyList<RenderGraphResource> Resources => _resources;
public RenderGraphResourceRegistry(RenderGraphObjectPool pool)
{
_pool = pool;
_resources = new List<RenderGraphResource>(64);
}
public int ResourceCount => _resources.Count;
public int TextureResourceCount
{
get
{
int count = 0;
for (int i = 0; i < _resources.Count; i++)
{
if (_resources[i].type == RenderGraphResourceType.Texture)
count++;
}
return count;
}
}
public int BufferResourceCount
{
get
{
int count = 0;
for (int i = 0; i < _resources.Count; i++)
{
if (_resources[i].type == RenderGraphResourceType.Buffer)
count++;
}
return count;
}
}
public void Reset()
{
// Return all resources to pool
for (var i = 0; i < _resources.Count; i++)
{
_pool.Return(_resources[i]);
}
_resources.Clear();
}
public Identifier<RGTexture> ImportTexture(ref readonly TextureDesc desc, Handle<Texture> texture, string name,
Color128 clearColor, float clearDepth, byte clearStencil,
bool clearAtFirstUse, bool discardAtLastUse)
{
var resource = _pool.Rent<RenderGraphResource>();
resource.name = name;
resource.type = RenderGraphResourceType.Texture;
resource.index = _resources.Count;
resource.rgTextureDesc = new RGTextureDesc
{
sizeMode = RGTextureSizeMode.Absolute,
width = desc.Width,
height = desc.Height,
format = desc.Format,
clearColor = clearColor,
clearDepth = clearDepth,
clearStencil = clearStencil,
clearAtFirstUse = clearAtFirstUse,
discardAtLastUse = discardAtLastUse,
dimension = desc.Dimension,
mipLevels = desc.MipLevels,
slice = desc.Slice,
usage = desc.Usage
};
resource.isImported = true;
resource.backingResource = texture.AsResource();
resource.resolvedWidth = desc.Width;
resource.resolvedHeight = desc.Height;
_resources.Add(resource);
return new Identifier<RGTexture>(resource.index);
}
public Identifier<RGTexture> CreateTexture(ref readonly RGTextureDesc desc, string name)
{
var resource = _pool.Rent<RenderGraphResource>();
resource.name = name;
resource.type = RenderGraphResourceType.Texture;
resource.index = _resources.Count;
resource.rgTextureDesc = desc;
resource.isImported = false;
_resources.Add(resource);
return new Identifier<RGTexture>(resource.index);
}
public Identifier<RGBuffer> ImportBuffer(ref readonly BufferDesc desc, Handle<GraphicsBuffer> buffer, string name)
{
var resource = _pool.Rent<RenderGraphResource>();
resource.name = name;
resource.type = RenderGraphResourceType.Buffer;
resource.index = _resources.Count;
resource.bufferDesc = desc;
resource.isImported = true;
resource.backingResource = buffer.AsResource();
_resources.Add(resource);
return new Identifier<RGBuffer>(resource.index);
}
public Identifier<RGBuffer> CreateBuffer(ref readonly BufferDesc desc, string name)
{
var resource = _pool.Rent<RenderGraphResource>();
resource.name= name;
resource.type = RenderGraphResourceType.Buffer;
resource.index = _resources.Count;
resource.bufferDesc = desc;
resource.isImported = false;
_resources.Add(resource);
return new Identifier<RGBuffer>(resource.index);
}
public RenderGraphResource GetResource(Identifier<RGResource> resource)
{
return _resources[resource.Value];
}
public RenderGraphResource GetResource(Identifier<RGTexture> texture)
{
return _resources[texture.Value];
}
public RenderGraphResource GetResource(Identifier<RGBuffer> buffer)
{
return _resources[buffer.Value];
}
/// <summary>
/// Gets resource by global index. Use this when iterating over all resources.
/// </summary>
public RenderGraphResource GetResourceByIndex(int index)
{
return _resources[index];
}
public void SetProducer(Identifier<RGResource> resourceID, int passIndex)
{
var resource = GetResource(resourceID);
resource.producerPass = passIndex;
if (resource.firstUsePass < 0)
{
resource.firstUsePass = passIndex;
}
}
public void AddConsumer(Identifier<RGResource> resourceID, int passIndex)
{
var resource = GetResource(resourceID);
resource.consumerPasses.Add(passIndex);
resource.lastUsePass = passIndex;
if (resource.firstUsePass < 0)
{
resource.firstUsePass = passIndex;
}
}
/// <summary>
/// Resolves texture sizes based on current view state.
/// Must be called after all resources are created and before compilation.
/// </summary>
internal void ResolveTextureSizes(in ViewState viewState)
{
for (var i = 0; i < _resources.Count; i++)
{
var res = _resources[i];
if (res.type != RenderGraphResourceType.Texture || res.isImported)
continue;
var desc = res.rgTextureDesc;
if (desc.sizeMode == RGTextureSizeMode.Absolute)
{
res.resolvedWidth = desc.width;
res.resolvedHeight = desc.height;
}
else // Relative
{
res.resolvedWidth = (uint)(desc.scaleX * viewState.viewportWidth);
res.resolvedHeight = (uint)(desc.scaleY * viewState.viewportHeight);
}
}
}
}