refactor(srp): formalize renderer block recording

This commit is contained in:
2026-04-22 01:43:54 +08:00
parent 33e9041d60
commit 99eae1fe9f
6 changed files with 411 additions and 43 deletions

View File

@@ -0,0 +1,90 @@
# SRP / URP Renderer Block Formalization Plan
时间2026-04-22
## 背景
当前渲染主线已经完成了两件更底层的事情:
1. C++ 侧的 RenderGraph / runtime resource / stage contract 已经能稳定承接 managed SRP。
2. managed 侧也已经有 `ScriptableRenderer / RendererFeature / RenderPass` 这套骨架,并且 post-process / final output 的 graph 绑定已经打通。
但 renderer 这一层还有一个明显的问题没有收口:
- `ScriptableRenderer` 现在还是把所有 pass 丢进一个总队列,然后在录制时按 `CameraFrameStage` 逐个扫描、过滤。
- 这意味着 renderer 的“组织单位”依然是 stage而不是 renderer 自己拥有的 block。
- 对后续把阴影、体积、Gaussian、更多 scene feature 逐步迁到 URP 层不够友好,因为缺少稳定的 block 落点。
这一步的目标不是继续扩 RenderGraph 功能,也不是开始 deferred而是先把 managed renderer 的组织方式收紧。
## 本阶段目标
把 managed `ScriptableRenderer` 从“单队列 + stage 过滤”重构成“显式 renderer block 录制”,并保持当前 C++ stage 边界不变。
目标结果:
1. `ScriptableRenderer` 内部显式识别 `ShadowCaster / DepthPrepass / MainOpaque / MainSkybox / MainTransparent / PostProcess / FinalOutput`
2. stage 仍然只是 native 执行边界renderer 内部真正按 block 组织与录制。
3. `UniversalRenderer` 后续迁移阴影、体积、Gaussian 等逻辑时,有稳定的 block 入口可以承接。
4. 不引入新的兼容层,不保留“旧逻辑先留着”的临时路线。
## 范围
本阶段只做 managed SRP / URP 组织重构,不做:
- deferred rendering
- shadow 算法升级
- editor 侧面板与资源工作流
- ObjectId 这类 editor-only 特性迁移
## 实施步骤
### 1. 补齐 renderer block 基础类型
新增 renderer block 枚举与辅助工具,统一维护:
- pass event -> renderer block
- renderer block -> camera frame stage
- renderer block 的运行时范围描述
### 2. 重构 ScriptableRenderer 的录制入口
保留 active pass queue 作为排序输入,但录制逻辑改为:
1. 先按 `RenderPassEvent` 排序构建 active pass queue
2. 再根据 event range 构建 renderer block range
3. 按当前 stage 对应的 block 顺序执行
也就是说:
- `MainScene` 不再是“扫完整队列找属于 MainScene 的 pass”
- 而是显式录制 `MainOpaque -> MainSkybox -> MainTransparent`
### 3. 清理 stage-driven 痕迹
重点清理:
- `ScriptableRenderer` 内部 `renderPass.SupportsStage(...)` 式的全队列过滤
-`SupportsRendererRecording / RecordRenderer` 改成基于 block 判断
保留:
- native C++ 仍然通过 `CameraFrameStage` 调用 managed
- `ScriptableRenderPass.SupportsStage(...)` 作为公共 API 兼容入口,但内部改为基于 block 推导
### 4. 验证主线不回退
要求:
1. `XCEditor` Debug 构建通过
2. old editor 冒烟运行至少 10 秒
3. `editor.log` 出现 `SceneReady`
## 完成标准
满足以下条件才算本阶段收口:
1. `ScriptableRenderer` 不再通过“单队列 + stage 过滤”驱动录制。
2. renderer block 成为 managed renderer 内部的正式组织单位。
3. `UniversalRenderer` 当前默认路径行为不回退。
4. `XCEditor` 构建与 old editor 冒烟通过。

View File

@@ -235,8 +235,10 @@ set(XCENGINE_RENDER_PIPELINES_UNIVERSAL_SOURCES
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.RenderPipelines.Universal/Rendering/Universal/RenderEnvironmentMode.cs
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.RenderPipelines.Universal/Rendering/Universal/RenderPassEvent.cs
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.RenderPipelines.Universal/Rendering/Universal/RenderObjectsRendererFeature.cs
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.RenderPipelines.Universal/Rendering/Universal/RendererBlock.cs
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.RenderPipelines.Universal/Rendering/Universal/RendererBackedRenderPipeline.cs
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.RenderPipelines.Universal/Rendering/Universal/RendererBackedRenderPipelineAsset.cs
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.RenderPipelines.Universal/Rendering/Universal/RendererBlocks.cs
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.RenderPipelines.Universal/Rendering/Universal/RendererCameraRequestContext.cs
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.RenderPipelines.Universal/Rendering/Universal/RendererDrivenRenderPipeline.cs
${CMAKE_CURRENT_SOURCE_DIR}/XCEngine.RenderPipelines.Universal/Rendering/Universal/RendererRecordingContext.cs

View File

@@ -0,0 +1,41 @@
using XCEngine.Rendering;
namespace XCEngine.Rendering.Universal
{
internal enum RendererBlock
{
ShadowCaster = 0,
DepthPrepass = 1,
MainOpaque = 2,
MainSkybox = 3,
MainTransparent = 4,
PostProcess = 5,
FinalOutput = 6,
Count = 7
}
internal static class RendererBlockUtility
{
public static CameraFrameStage GetStage(
RendererBlock block)
{
switch (block)
{
case RendererBlock.ShadowCaster:
return CameraFrameStage.ShadowCaster;
case RendererBlock.DepthPrepass:
return CameraFrameStage.DepthOnly;
case RendererBlock.MainOpaque:
case RendererBlock.MainSkybox:
case RendererBlock.MainTransparent:
return CameraFrameStage.MainScene;
case RendererBlock.PostProcess:
return CameraFrameStage.PostProcess;
case RendererBlock.FinalOutput:
return CameraFrameStage.FinalOutput;
default:
return CameraFrameStage.MainScene;
}
}
}
}

View File

@@ -0,0 +1,89 @@
using System.Collections.Generic;
namespace XCEngine.Rendering.Universal
{
internal sealed class RendererBlocks
{
private struct BlockRange
{
public int firstPassIndex;
public int lastPassIndex;
}
private readonly BlockRange[] m_ranges =
new BlockRange[(int)RendererBlock.Count];
public RendererBlocks()
{
Clear();
}
public void Clear()
{
for (int i = 0; i < m_ranges.Length; ++i)
{
m_ranges[i].firstPassIndex = -1;
m_ranges[i].lastPassIndex = -1;
}
}
public void Build(
IList<ScriptableRenderPass> activePassQueue)
{
Clear();
if (activePassQueue == null)
{
return;
}
for (int i = 0; i < activePassQueue.Count; ++i)
{
ScriptableRenderPass renderPass =
activePassQueue[i];
if (renderPass == null)
{
continue;
}
RendererBlock block;
if (!ScriptableRenderPass.TryResolveRendererBlock(
renderPass.renderPassEvent,
out block))
{
continue;
}
int blockIndex = (int)block;
BlockRange range = m_ranges[blockIndex];
if (range.firstPassIndex < 0)
{
range.firstPassIndex = i;
}
range.lastPassIndex = i;
m_ranges[blockIndex] = range;
}
}
public bool HasPasses(
RendererBlock block)
{
BlockRange range = m_ranges[(int)block];
return range.firstPassIndex >= 0 &&
range.lastPassIndex >= range.firstPassIndex;
}
public bool TryGetPassRange(
RendererBlock block,
out int firstPassIndex,
out int lastPassIndex)
{
BlockRange range = m_ranges[(int)block];
firstPassIndex = range.firstPassIndex;
lastPassIndex = range.lastPassIndex;
return range.firstPassIndex >= 0 &&
range.lastPassIndex >= range.firstPassIndex;
}
}
}

View File

@@ -23,11 +23,21 @@ namespace XCEngine.Rendering.Universal
public virtual bool SupportsStage(
CameraFrameStage stage)
{
CameraFrameStage resolvedStage;
return TryResolveStage(
RendererBlock block;
return TryResolveRendererBlock(
renderPassEvent,
out resolvedStage) &&
resolvedStage == stage;
out block) &&
RendererBlockUtility.GetStage(block) == stage;
}
internal bool SupportsRendererBlock(
RendererBlock block)
{
RendererBlock resolvedBlock;
return TryResolveRendererBlock(
renderPassEvent,
out resolvedBlock) &&
resolvedBlock == block;
}
internal bool Record(
@@ -209,38 +219,60 @@ namespace XCEngine.Rendering.Universal
internal static bool TryResolveStage(
RenderPassEvent passEvent,
out CameraFrameStage stage)
{
RendererBlock block;
if (TryResolveRendererBlock(
passEvent,
out block))
{
stage =
RendererBlockUtility.GetStage(block);
return true;
}
stage = CameraFrameStage.MainScene;
return false;
}
internal static bool TryResolveRendererBlock(
RenderPassEvent passEvent,
out RendererBlock block)
{
switch (passEvent)
{
case RenderPassEvent.BeforeRenderingShadows:
case RenderPassEvent.AfterRenderingShadows:
stage = CameraFrameStage.ShadowCaster;
block = RendererBlock.ShadowCaster;
return true;
case RenderPassEvent.BeforeRenderingPrePasses:
case RenderPassEvent.AfterRenderingPrePasses:
stage = CameraFrameStage.DepthOnly;
block = RendererBlock.DepthPrepass;
return true;
case RenderPassEvent.BeforeRenderingOpaques:
case RenderPassEvent.RenderOpaques:
case RenderPassEvent.AfterRenderingOpaques:
block = RendererBlock.MainOpaque;
return true;
case RenderPassEvent.BeforeRenderingSkybox:
case RenderPassEvent.RenderSkybox:
case RenderPassEvent.AfterRenderingSkybox:
block = RendererBlock.MainSkybox;
return true;
case RenderPassEvent.BeforeRenderingTransparents:
case RenderPassEvent.RenderTransparents:
case RenderPassEvent.AfterRenderingTransparents:
stage = CameraFrameStage.MainScene;
block = RendererBlock.MainTransparent;
return true;
case RenderPassEvent.BeforeRenderingPostProcessing:
case RenderPassEvent.AfterRenderingPostProcessing:
stage = CameraFrameStage.PostProcess;
block = RendererBlock.PostProcess;
return true;
case RenderPassEvent.BeforeRenderingFinalOutput:
case RenderPassEvent.AfterRenderingFinalOutput:
stage = CameraFrameStage.FinalOutput;
block = RendererBlock.FinalOutput;
return true;
default:
stage = CameraFrameStage.MainScene;
block = RendererBlock.MainOpaque;
return false;
}
}

View File

@@ -10,6 +10,8 @@ namespace XCEngine.Rendering.Universal
new List<ScriptableRendererFeature>();
private readonly List<ScriptableRenderPass> m_activePassQueue =
new List<ScriptableRenderPass>();
private readonly RendererBlocks m_rendererBlocks =
new RendererBlocks();
private bool m_disposed;
protected ScriptableRenderer()
@@ -36,6 +38,7 @@ namespace XCEngine.Rendering.Universal
m_features.Clear();
m_activePassQueue.Clear();
m_rendererBlocks.Clear();
m_disposed = true;
}
@@ -130,17 +133,7 @@ namespace XCEngine.Rendering.Universal
RenderingData renderingData =
context.renderingData;
BuildPassQueue(renderingData);
for (int i = 0; i < m_activePassQueue.Count; ++i)
{
ScriptableRenderPass renderPass = m_activePassQueue[i];
if (renderPass != null &&
renderPass.SupportsStage(context.stage))
{
return true;
}
}
return false;
return SupportsRendererStage(context);
}
protected virtual bool RecordRenderer(
@@ -155,28 +148,7 @@ namespace XCEngine.Rendering.Universal
RenderingData renderingData =
context.renderingData;
BuildPassQueue(renderingData);
bool recordedAnyPass = false;
for (int i = 0; i < m_activePassQueue.Count; ++i)
{
ScriptableRenderPass renderPass = m_activePassQueue[i];
if (renderPass == null ||
!renderPass.SupportsStage(renderingData.stage))
{
continue;
}
if (!renderPass.Record(
context.renderContext,
renderingData))
{
return false;
}
recordedAnyPass = true;
}
return recordedAnyPass;
return RecordRendererStage(context);
}
protected internal virtual bool SupportsStageRenderGraph(
@@ -214,6 +186,147 @@ namespace XCEngine.Rendering.Universal
{
}
private bool HasRendererBlock(
RendererBlock block)
{
return m_rendererBlocks.HasPasses(block);
}
protected virtual bool SupportsRendererStage(
RendererRecordingContext context)
{
if (context == null)
{
return false;
}
switch (context.stage)
{
case CameraFrameStage.ShadowCaster:
return HasRendererBlock(
RendererBlock.ShadowCaster);
case CameraFrameStage.DepthOnly:
return HasRendererBlock(
RendererBlock.DepthPrepass);
case CameraFrameStage.MainScene:
return HasRendererBlock(
RendererBlock.MainOpaque) ||
HasRendererBlock(
RendererBlock.MainSkybox) ||
HasRendererBlock(
RendererBlock.MainTransparent);
case CameraFrameStage.PostProcess:
return HasRendererBlock(
RendererBlock.PostProcess);
case CameraFrameStage.FinalOutput:
return HasRendererBlock(
RendererBlock.FinalOutput);
default:
return false;
}
}
protected virtual bool RecordRendererStage(
RendererRecordingContext context)
{
if (context == null ||
context.renderContext == null)
{
return false;
}
bool recordedAnyPass = false;
switch (context.stage)
{
case CameraFrameStage.ShadowCaster:
return RecordRendererBlock(
RendererBlock.ShadowCaster,
context,
ref recordedAnyPass) &&
recordedAnyPass;
case CameraFrameStage.DepthOnly:
return RecordRendererBlock(
RendererBlock.DepthPrepass,
context,
ref recordedAnyPass) &&
recordedAnyPass;
case CameraFrameStage.MainScene:
return RecordRendererBlock(
RendererBlock.MainOpaque,
context,
ref recordedAnyPass) &&
RecordRendererBlock(
RendererBlock.MainSkybox,
context,
ref recordedAnyPass) &&
RecordRendererBlock(
RendererBlock.MainTransparent,
context,
ref recordedAnyPass) &&
recordedAnyPass;
case CameraFrameStage.PostProcess:
return RecordRendererBlock(
RendererBlock.PostProcess,
context,
ref recordedAnyPass) &&
recordedAnyPass;
case CameraFrameStage.FinalOutput:
return RecordRendererBlock(
RendererBlock.FinalOutput,
context,
ref recordedAnyPass) &&
recordedAnyPass;
default:
return false;
}
}
private bool RecordRendererBlock(
RendererBlock block,
RendererRecordingContext context,
ref bool recordedAnyPass)
{
if (context == null ||
context.renderContext == null)
{
return false;
}
int firstPassIndex;
int lastPassIndex;
if (!m_rendererBlocks.TryGetPassRange(
block,
out firstPassIndex,
out lastPassIndex))
{
return true;
}
for (int i = firstPassIndex;
i <= lastPassIndex;
++i)
{
ScriptableRenderPass renderPass =
m_activePassQueue[i];
if (renderPass == null ||
!renderPass.SupportsRendererBlock(block))
{
continue;
}
if (!renderPass.Record(
context.renderContext,
context.renderingData))
{
return false;
}
recordedAnyPass = true;
}
return true;
}
private void BuildPassQueue(
RenderingData renderingData)
{
@@ -233,6 +346,7 @@ namespace XCEngine.Rendering.Universal
}
AddRenderPasses(renderingData);
m_rendererBlocks.Build(m_activePassQueue);
}
protected virtual void ReleaseRuntimeResources()