Files
GhostEngine/Ghost.RenderGraph.Concept/RenderGraphContext.cs
Misaki 1c155f962c Render graph: native pass merging & heap-based aliasing
Major architecture upgrade:
- Add native render pass merging (hardware pass grouping, load/store op inference)
- Implement heap-based aliasing for textures & buffers (D3D12-style)
- Unify resource model: buffers and textures in one registry
- Extend builder API for buffer creation/usage, access flags, hints
- Improve barrier/state tracking (buffer hints, indirect argument state)
- Update caching, hashing, and debug output for new model
- Add enums/structs: AttachmentLoadOp, StoreOp, BufferHint, etc.
- D3D12 backend: support named resources, temp upload buffers, correct heap usage
- Update docs, benchmarks, and project files for new features

Brings render graph closer to AAA engine standards, enabling efficient memory usage, lower driver overhead, and a more flexible API.
2026-01-16 01:59:33 +09:00

152 lines
4.5 KiB
C#

using Ghost.Core;
namespace Ghost.RenderGraph.Concept;
/// <summary>
/// Mock command buffer for recording GPU commands.
/// In a real implementation, this would wrap D3D12 command lists.
/// </summary>
internal sealed class MockCommandBuffer
{
public void SetRenderTarget(Identifier<RGTexture> texture)
{
#if DEBUG
Console.WriteLine(nameof(SetRenderTarget) + ": " + texture);
#endif
}
public void SetDepthStencil(Identifier<RGTexture> texture)
{
#if DEBUG
Console.WriteLine(nameof(SetDepthStencil) + ": " + texture);
#endif
}
public void ClearRenderTarget(Identifier<RGTexture> texture, float r, float g, float b, float a)
{
#if DEBUG
Console.WriteLine(nameof(ClearRenderTarget) + ": " + texture);
#endif
}
public void ClearDepth(Identifier<RGTexture> texture, float depth)
{
#if DEBUG
Console.WriteLine(nameof(ClearDepth) + ": " + texture);
#endif
}
public void Draw(int vertexCount)
{
#if DEBUG
Console.WriteLine(nameof(Draw) + ": " + vertexCount);
#endif
}
public void BindShaderResource(Identifier<RGResource> resource, int slot)
{
#if DEBUG
Console.WriteLine(nameof(BindShaderResource) + ": " + resource + ", slot " + slot);
#endif
}
public void BindUnorderedAccess(Identifier<RGResource> resource, int slot)
{
#if DEBUG
Console.WriteLine(nameof(BindUnorderedAccess) + ": " + resource + ", slot " + slot);
#endif
}
public void Dispatch(int x, int y, int z)
{
#if DEBUG
Console.WriteLine(nameof(Dispatch) + ": " + x + ", " + y + ", " + z);
#endif
}
public void ResourceBarrier(Identifier<RGResource> resource, ResourceState stateBefore, ResourceState stateAfter)
{
#if DEBUG
Console.WriteLine(nameof(ResourceBarrier) + ": " + resource + " from " + stateBefore + " to " + stateAfter);
#endif
}
public void AliasBarrier(Identifier<RGResource> resourceBefore, Identifier<RGResource> resourceAfter)
{
#if DEBUG
Console.WriteLine(nameof(AliasBarrier) + ": " + resourceBefore + " to " + resourceAfter);
#endif
}
public void BeginRenderPass(int nativePassIndex, int colorAttachmentCount, bool hasDepth)
{
#if DEBUG
Console.WriteLine($"\n=== BeginRenderPass (Native Pass {nativePassIndex}) ===");
Console.WriteLine($" Color attachments: {colorAttachmentCount}, Depth: {hasDepth}");
#endif
}
public void EndRenderPass()
{
#if DEBUG
Console.WriteLine("=== EndRenderPass ===\n");
#endif
}
}
/// <summary>
/// Context for raster rendering passes.
/// Directly exposes command buffer methods.
/// </summary>
public readonly struct RasterRenderContext
{
private readonly MockCommandBuffer _cmd;
internal RasterRenderContext(MockCommandBuffer cmd)
{
_cmd = cmd;
}
// Expose command buffer methods directly
public void SetRenderTarget(Identifier<RGTexture> texture) => _cmd.SetRenderTarget(texture);
public void SetDepthStencil(Identifier<RGTexture> texture) => _cmd.SetDepthStencil(texture);
public void ClearRenderTarget(Identifier<RGTexture> texture, float r, float g, float b, float a) => _cmd.ClearRenderTarget(texture, r, g, b, a);
public void ClearDepth(Identifier<RGTexture> texture, float depth) => _cmd.ClearDepth(texture, depth);
public void Draw(int vertexCount) => _cmd.Draw(vertexCount);
public void BindShaderResource(Identifier<RGResource> resource, int slot) => _cmd.BindShaderResource(resource, slot);
}
/// <summary>
/// Context for compute rendering passes.
/// Directly exposes command buffer methods.
/// </summary>
public readonly struct ComputeRenderContext
{
private readonly MockCommandBuffer _cmd;
internal ComputeRenderContext(MockCommandBuffer cmd)
{
_cmd = cmd;
}
// Expose command buffer methods directly
public void BindShaderResource(Identifier<RGResource> resource, int slot) => _cmd.BindShaderResource(resource, slot);
public void BindUnorderedAccess(Identifier<RGResource> resource, int slot) => _cmd.BindUnorderedAccess(resource, slot);
public void Dispatch(int x, int y, int z) => _cmd.Dispatch(x, y, z);
}
/// <summary>
/// Unified render context containing both raster and compute contexts.
/// </summary>
internal readonly struct RenderContext
{
public readonly RasterRenderContext RasterContext;
public readonly ComputeRenderContext ComputeContext;
public RenderContext(MockCommandBuffer cmd)
{
RasterContext = new RasterRenderContext(cmd);
ComputeContext = new ComputeRenderContext(cmd);
}
}