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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@@ -71,9 +71,7 @@ public sealed partial class GraphicsTestWindow : Window
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_swapChain?.Dispose();
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_renderSystem?.Dispose();
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#if DEBUG
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Misaki.HighPerformance.LowLevel.Buffer.AllocationManager.Dispose();
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#endif
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}
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private void SwapChainPanel_SizeChanged(object sender, SizeChangedEventArgs e)
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@@ -110,10 +108,7 @@ public sealed partial class GraphicsTestWindow : Window
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if (_renderSystem.CPUFenceValue < _renderSystem.GPUFenceValue + _renderSystem.MaxFrameLatency)
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{
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DispatcherQueue.TryEnqueue(Microsoft.UI.Dispatching.DispatcherQueuePriority.High, () =>
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{
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_renderSystem.SignalCPUReady();
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});
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_renderSystem.SignalCPUReady();
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}
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}
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}
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