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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52
Ghost.RenderGraph.Concept/RenderGraphNativePass.cs
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52
Ghost.RenderGraph.Concept/RenderGraphNativePass.cs
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using Ghost.Core;
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namespace Ghost.RenderGraph.Concept;
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/// <summary>
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/// Represents a native render pass that can contain multiple merged logical passes.
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/// Maps to D3D12 BeginRenderPass/EndRenderPass or Vulkan vkCmdBeginRenderPass/vkCmdEndRenderPass.
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/// </summary>
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internal sealed class NativeRenderPass
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{
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public int index;
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/// <summary>
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/// Indices of logical passes merged into this native render pass.
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/// </summary>
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public readonly List<int> mergedPassIndices = new(4);
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/// <summary>
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/// Color attachments shared across all merged passes.
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/// </summary>
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public RenderTargetInfo[] colorAttachments = new RenderTargetInfo[8];
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public int colorAttachmentCount;
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/// <summary>
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/// Depth-stencil attachment (optional).
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/// </summary>
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public DepthStencilInfo depthAttachment;
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public bool hasDepthAttachment;
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/// <summary>
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/// Range of logical passes included in this native pass.
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/// </summary>
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public int firstLogicalPass;
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public int lastLogicalPass;
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/// <summary>
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/// Whether UAV writes are allowed during this render pass.
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/// </summary>
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public bool allowUAVWrites;
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public void Reset()
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{
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index = -1;
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mergedPassIndices.Clear();
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colorAttachmentCount = 0;
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hasDepthAttachment = false;
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depthAttachment = default;
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firstLogicalPass = int.MaxValue;
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lastLogicalPass = -1;
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allowUAVWrites = false;
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}
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}
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