forked from Misaki/GhostEngine
Refactor RenderGraph barrier/state tracking system
Major overhaul of resource barrier and state tracking in RenderGraph: - Introduce ResourceBarrierData for explicit (layout, access, sync) tracking. - Separate aliasing and transition barriers; explicit aliasing support. - Remove BufferHint; infer buffer usage from BufferUsage flags. - Update TextureAccess/BufferAccess to include usage requirements. - Improve enums (BarrierSync, BarrierAccess, BarrierLayout) for D3D12 alignment. - Update D3D12CommandBuffer to use new barrier data and error handling. - Make D3D12DescriptorHeap a class; add ReleaseSampler to IResourceDatabase. - Reset resource pools and aliasing managers each frame. - Batch and flush barriers efficiently per pass. - Update HLSL mesh shader macros to [NumThreads]. - Remove obsolete code and improve documentation. This refactor improves correctness, extensibility, and prepares for advanced features.
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@@ -149,7 +149,8 @@ internal unsafe class D3D12SwapChain : ISwapChain
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pBackBuffer->SetName($"SwapChain_BackBuffer_{i}");
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var rtv = _descriptorAllocator.AllocateRTV();
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_renderDevice.NativeDevice.Get()->CreateRenderTargetView(pBackBuffer, null, _descriptorAllocator.GetCpuHandle(rtv));
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var cpuHandle = _descriptorAllocator.GetCpuHandle(rtv);
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_renderDevice.NativeDevice.Get()->CreateRenderTargetView(pBackBuffer, null, cpuHandle);
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var view = ResourceViewGroup.Invalid with
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{
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