Add render graph proof of concept and refactor graphics

Implemented a transient render graph system as a proof of concept, including resource aliasing, pass culling, and typed pass data. Added new project `Ghost.RenderGraph.Concept` targeting `.NET 10.0`.

Refactored graphics-related components:
- Simplified resource state transitions in `RenderingContext`.
- Improved resize handling in `GraphicsTestWindow`.
- Updated `D3D12GraphicsEngine` to streamline frame rendering.
- Enhanced `D3D12ResourceDatabase` and `D3D12SwapChain` for better resource management.

Added detailed documentation:
- `ALIASING.md` explains resource aliasing techniques.
- `API_DESIGN.md` outlines the render graph API design.

Updated solution to include the new render graph project.
This commit is contained in:
2025-12-01 22:31:17 +09:00
parent 85280c746d
commit 676f8bb74c
31 changed files with 2167 additions and 142 deletions

View File

@@ -9,6 +9,8 @@ namespace Ghost.Graphics.D3D12;
internal class D3D12GraphicsEngine : IGraphicsEngine
{
private readonly IRenderSystem _renderSystem;
#if DEBUG
private readonly D3D12DebugLayer _debugLayer;
#endif
@@ -34,6 +36,8 @@ internal class D3D12GraphicsEngine : IGraphicsEngine
public D3D12GraphicsEngine(IRenderSystem renderSystem)
{
_renderSystem = renderSystem;
#if DEBUG
_debugLayer = new D3D12DebugLayer();
#endif
@@ -106,10 +110,10 @@ internal class D3D12GraphicsEngine : IGraphicsEngine
public ISwapChain CreateSwapChain(SwapChainDesc desc)
{
ThrowIfDisposed();
return new D3D12SwapChain(_resourceDatabase, _descriptorAllocator, _device, desc);
return new D3D12SwapChain(_resourceDatabase, _descriptorAllocator, _device, desc, _renderSystem.MaxFrameLatency);
}
public void BeginFrame()
public void RenderFrame()
{
ThrowIfDisposed();
@@ -119,21 +123,11 @@ internal class D3D12GraphicsEngine : IGraphicsEngine
}
_copyCommandBuffer.Begin();
}
public void RenderFrame()
{
ThrowIfDisposed();
foreach (var renderer in _renderers)
{
renderer.Render();
}
}
public void EndFrame()
{
ThrowIfDisposed();
_copyCommandBuffer.End().ThrowIfFailed();
_resourceAllocator.ReleaseTempResources();