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.
This commit is contained in:
2026-01-16 01:59:33 +09:00
parent ac36bbf8c7
commit 1c155f962c
51 changed files with 2002 additions and 2314 deletions

View File

@@ -111,7 +111,7 @@ public struct Material : IResourceReleasable
MemoryType = ResourceMemoryType.Default,
};
var buffer = allocator.CreateBuffer(ref desc);
var buffer = allocator.CreateBuffer(ref desc, "MaterialCBuffer");
_cBufferCache = new CBufferCache(buffer, shader.CBufferSize);
}
@@ -214,14 +214,15 @@ public struct Material : IResourceReleasable
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly void UploadData(ICommandBuffer cmb, bool pixelOnlyResource = true)
public readonly void UploadData(ICommandBuffer cmd, bool pixelOnlyResource = true)
{
cmb.UploadBuffer(_cBufferCache.GpuResource, _cBufferCache.CpuData.AsSpan());
cmd.ResourceBarrier(_cBufferCache.GpuResource.AsResource(), ResourceState.CopyDest);
cmd.UploadBuffer(_cBufferCache.GpuResource, _cBufferCache.CpuData.AsSpan());
var state = pixelOnlyResource
? ResourceState.PixelShaderResource
: ResourceState.NonPixelShaderResource | ResourceState.PixelShaderResource;
cmb.ResourceBarrier(_cBufferCache.GpuResource.AsResource(), state);
cmd.ResourceBarrier(_cBufferCache.GpuResource.AsResource(), state);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]