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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@@ -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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