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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@@ -1,3 +1,4 @@
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using Ghost.Core;
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using Ghost.Graphics.Test.Windows;
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using Microsoft.UI.Xaml;
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@@ -49,13 +50,15 @@ public partial class UnitTestApp : Application
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{
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LoadDll();
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Microsoft.VisualStudio.TestPlatform.TestExecutor.UnitTestClient.CreateDefaultUI();
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_window = new GraphicsTestWindow();
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_window.Activate();
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UITestMethodAttribute.DispatcherQueue = _window.DispatcherQueue;
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Microsoft.VisualStudio.TestPlatform.TestExecutor.UnitTestClient.Run(Environment.CommandLine);
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UnhandledException += (sender, e) =>
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{
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Logger.LogError(e.Exception);
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#if DEBUG
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System.Diagnostics.Debugger.Break();
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#endif
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};
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}
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}
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