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.
155 lines
4.3 KiB
C#
155 lines
4.3 KiB
C#
using Ghost.Core;
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using System.Runtime.CompilerServices;
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namespace Ghost.RenderGraph.Concept;
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/// <summary>
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/// Represents different types of render passes.
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/// </summary>
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public enum RenderPassType : byte
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{
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Raster,
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Compute
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}
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/// <summary>
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/// Base class for render passes.
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/// Uses pooling to avoid allocations after the first frame.
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/// </summary>
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internal abstract class RenderGraphPassBase
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{
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public string name = string.Empty;
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public int index;
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public RenderPassType type;
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public bool allowCulling = true;
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public bool asyncCompute;
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public TextureAccess depthAccess;
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public TextureAccess[] colorAccess = new TextureAccess[8];
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public int maxColorIndex = -1;
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public List<Identifier<RGResource>> randomAccess = new(8);
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// Resource dependencies
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public readonly List<Identifier<RGResource>>[] resourceReads = new List<Identifier<RGResource>>[(int)RenderGraphResourceType.Count];
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public readonly List<Identifier<RGResource>>[] resourceWrites = new List<Identifier<RGResource>>[(int)RenderGraphResourceType.Count];
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public readonly List<Identifier<RGResource>>[] resourceCreates = new List<Identifier<RGResource>>[(int)RenderGraphResourceType.Count];
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// Buffer usage hints (maps buffer resource ID to hint)
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public readonly Dictionary<int, BufferHint> bufferHints = new(8);
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// Execution state
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public bool culled;
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public bool hasSideEffects;
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public RenderGraphPassBase()
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{
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for (int i = 0; i < (int)RenderGraphResourceType.Count; i++)
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{
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resourceReads[i] = new List<Identifier<RGResource>>(8);
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resourceWrites[i] = new List<Identifier<RGResource>>(4);
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resourceCreates[i] = new List<Identifier<RGResource>>(4);
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}
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}
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public abstract void Execute(RenderContext context);
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public abstract bool HasRenderFunc();
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public abstract int GetRenderFuncHashCode();
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public virtual void Reset(RenderGraphObjectPool pool)
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{
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name = string.Empty;
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index = -1;
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type = RenderPassType.Raster;
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allowCulling = true;
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asyncCompute = false;
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depthAccess = default;
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colorAccess.AsSpan().Clear();
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maxColorIndex = -1;
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randomAccess.Clear();
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for (var i = 0; i < (int)RenderGraphResourceType.Count; i++)
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{
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resourceReads[i].Clear();
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resourceWrites[i].Clear();
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resourceCreates[i].Clear();
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}
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bufferHints.Clear();
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culled = false;
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hasSideEffects = false;
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}
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}
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internal abstract class RenderGraphPassT<TPassData, TRenderContext> : RenderGraphPassBase
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where TPassData : class, new()
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{
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public TPassData passData = null!;
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public Action<TPassData, TRenderContext>? renderFunc;
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public void Init(int index, TPassData passData, string name, RenderPassType type)
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{
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this.index = index;
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this.passData = passData;
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this.name = name;
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this.type = type;
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}
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public sealed override bool HasRenderFunc()
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{
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return renderFunc != null;
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}
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public override int GetRenderFuncHashCode()
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{
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if (renderFunc == null)
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{
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return 0;
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}
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var methodHashCode = RuntimeHelpers.GetHashCode(renderFunc.Method);
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return renderFunc.Target == null ? methodHashCode : methodHashCode ^ RuntimeHelpers.GetHashCode(renderFunc.Target); // static deleget does not have target
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}
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public override void Reset(RenderGraphObjectPool pool)
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{
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base.Reset(pool);
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pool.Return(passData);
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passData = null!;
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renderFunc = null;
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}
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}
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internal sealed class RasterRenderGraphPass<TPassData> : RenderGraphPassT<TPassData, RasterRenderContext>
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where TPassData : class, new()
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{
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public override void Execute(RenderContext context)
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{
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renderFunc!(passData, context.RasterContext);
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}
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public override void Reset(RenderGraphObjectPool pool)
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{
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base.Reset(pool);
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pool.Return(this);
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}
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}
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internal sealed class ComputeRenderGraphPass<TPassData> : RenderGraphPassT<TPassData, ComputeRenderContext>
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where TPassData : class, new()
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{
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public override void Execute(RenderContext context)
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{
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renderFunc!(passData, context.ComputeContext);
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}
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public override void Reset(RenderGraphObjectPool pool)
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{
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base.Reset(pool);
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pool.Return(this);
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}
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} |