forked from Misaki/GhostEngine
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.
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@@ -2,6 +2,7 @@ using Ghost.Core;
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using Ghost.Core.Graphics;
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using Ghost.Graphics.Core;
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using Ghost.Graphics.D3D12.Utilities;
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using Misaki.HighPerformance.Mathematics;
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using Misaki.HighPerformance.Utilities;
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using System.IO.Hashing;
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using System.Runtime.CompilerServices;
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@@ -203,6 +204,43 @@ public readonly struct CBufferInfo
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}
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}
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public struct RenderDesc
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{
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public float4x4 ViewMatrix
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{
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get; set;
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}
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public float4x4 ProjectionMatrix
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{
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get; set;
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}
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public float4 CameraPosition
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{
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get; set;
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}
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// The "Target" (Where to write pixels)
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public Handle<Texture> Target
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{
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get; set;
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}
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public Handle<Texture> DepthTarget
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{
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get; set;
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}
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public RectDesc Viewport
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{
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get; set;
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}
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//public RenderPathID RenderPath;
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//public LayerMask CullingMask;
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}
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public struct ViewportDesc
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{
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public float X
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@@ -737,11 +775,6 @@ public struct SwapChainDesc
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{
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get; set;
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}
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public uint BufferCount
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{
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get; set;
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}
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}
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/// <summary>
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@@ -819,6 +852,7 @@ public enum ResourceState
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CopySource = 1 << 8,
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GenericRead = 1 << 9,
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IndirectArgument = 1 << 10,
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NonPixelShaderResource = 1 << 11,
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Present = 0,
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}
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