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

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