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

@@ -157,7 +157,7 @@ internal class MeshRenderPass : IRenderPass
Usage = TextureUsage.ShaderResource,
};
_textures[i] = ctx.CreateTexture(in desc, imageData.AsSpan());
_textures[i] = ctx.CreateTexture(in desc, imageData.AsSpan(), $"Texture_{i}");
}
var samplerDesc = new SamplerDesc
@@ -182,13 +182,9 @@ internal class MeshRenderPass : IRenderPass
tex_sampler = (uint)sampler.Value,
};
Debug.Assert(matRef.SetPropertyCache(in matProps) == ErrorStatus.None);
matRef.SetPropertyCache(in matProps).ThrowIfFailed();
matRef.UploadData(ctx.DirectCommandBuffer);
var pso = matRef.GetPassPipelineOverride(0);
pso.Cull = Cull.Back;
matRef.SetPassPipelineOverride(0, in pso);
_forwardPassID = Shader.GetPassID("Forward");
}