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.
This commit is contained in:
@@ -10,6 +10,7 @@ public enum FeatureSupport
|
||||
SamplerFeedback = 1 << 3,
|
||||
BindlessResources = 1 << 4,
|
||||
WorkGraphs = 1 << 5,
|
||||
AliasBuffersAndTextures = 1 << 6,
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
Reference in New Issue
Block a user