forked from Misaki/GhostEngine
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.
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@@ -42,7 +42,7 @@ public unsafe struct LocalKeywordSet
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public ulong GetHash64()
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{
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ulong hash = 14695981039346656037ul; // FNV offset basis
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ulong hash = 14695981039346656037ul; // FNV Offset basis
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for (var i = 0; i < _DATA_ARRAY_LENGTH; i++)
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{
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@@ -111,7 +111,7 @@ public struct Material : IResourceReleasable
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MemoryType = ResourceMemoryType.Default,
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};
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var buffer = allocator.CreateBuffer(ref desc);
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var buffer = allocator.CreateBuffer(ref desc, "MaterialCBuffer");
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_cBufferCache = new CBufferCache(buffer, shader.CBufferSize);
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}
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@@ -214,14 +214,15 @@ public struct Material : IResourceReleasable
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly void UploadData(ICommandBuffer cmb, bool pixelOnlyResource = true)
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public readonly void UploadData(ICommandBuffer cmd, bool pixelOnlyResource = true)
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{
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cmb.UploadBuffer(_cBufferCache.GpuResource, _cBufferCache.CpuData.AsSpan());
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cmd.ResourceBarrier(_cBufferCache.GpuResource.AsResource(), ResourceState.CopyDest);
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cmd.UploadBuffer(_cBufferCache.GpuResource, _cBufferCache.CpuData.AsSpan());
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var state = pixelOnlyResource
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? ResourceState.PixelShaderResource
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: ResourceState.NonPixelShaderResource | ResourceState.PixelShaderResource;
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cmb.ResourceBarrier(_cBufferCache.GpuResource.AsResource(), state);
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cmd.ResourceBarrier(_cBufferCache.GpuResource.AsResource(), state);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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@@ -127,10 +127,10 @@ public readonly unsafe ref struct RenderingContext
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_directCmd.ResourceBarrier(bufferHandle, ResourceState.NonPixelShaderResource | ResourceState.PixelShaderResource);
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}
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public Handle<Texture> CreateTexture<T>(ref readonly TextureDesc desc, ReadOnlySpan<T> data, bool tempResource = false)
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public Handle<Texture> CreateTexture<T>(ref readonly TextureDesc desc, ReadOnlySpan<T> data, string name)
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where T : unmanaged
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{
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var handle = ResourceAllocator.CreateTexture(in desc, tempResource);
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var handle = ResourceAllocator.CreateTexture(in desc, name);
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UploadTexture(handle, data);
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return handle;
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@@ -1,54 +0,0 @@
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using Ghost.Graphics.Contracts;
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namespace Ghost.Graphics.Core;
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internal readonly struct SwapChainPresenter
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{
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public enum TargetType
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{
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Composition,
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Hwnd
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}
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public readonly TargetType Type
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{
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get;
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}
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public readonly ISwapChainPanelNative SwapChainPanelNative
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{
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get;
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}
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public readonly nint Hwnd
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{
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get;
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}
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public readonly uint Width
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{
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get;
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}
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public readonly uint Height
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{
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get;
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}
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public SwapChainPresenter(ISwapChainPanelNative swapChainPanelNative, uint width, uint height)
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{
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Type = TargetType.Composition;
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SwapChainPanelNative = swapChainPanelNative;
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Hwnd = nint.Zero;
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Width = width;
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Height = height;
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}
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public SwapChainPresenter(nint hwnd, uint width, uint height)
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{
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Type = TargetType.Hwnd;
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Hwnd = hwnd;
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Width = width;
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Height = height;
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}
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}
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