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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@@ -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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