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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Ghost.RenderGraph.Concept/RenderGraphPass.cs
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50
Ghost.RenderGraph.Concept/RenderGraphPass.cs
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namespace Ghost.RenderGraph.Concept;
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internal abstract class RenderGraphPass
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{
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public string Name { get; }
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public int Index { get; }
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public List<(RenderGraphResourceHandle handle, ResourceState state)> ResourceAccesses { get; }
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public List<int> Dependencies { get; } = new();
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public int RefCount { get; set; } = 0;
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public bool AllowCulling { get; }
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protected RenderGraphPass(
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string name,
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int index,
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List<(RenderGraphResourceHandle handle, ResourceState state)> resourceAccesses,
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bool allowCulling)
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{
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Name = name;
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Index = index;
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ResourceAccesses = resourceAccesses;
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AllowCulling = allowCulling;
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}
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public abstract void Execute(ICommandBuffer commandBuffer);
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}
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internal class RenderGraphPass<TPassData> : RenderGraphPass
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where TPassData : class
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{
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public TPassData PassData { get; }
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public Action<TPassData, ICommandBuffer> RenderFunc { get; }
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public RenderGraphPass(
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string name,
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int index,
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TPassData passData,
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Action<TPassData, ICommandBuffer> renderFunc,
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List<(RenderGraphResourceHandle handle, ResourceState state)> resourceAccesses,
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bool allowCulling)
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: base(name, index, resourceAccesses, allowCulling)
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{
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PassData = passData;
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RenderFunc = renderFunc;
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}
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public override void Execute(ICommandBuffer commandBuffer)
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{
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RenderFunc(PassData, commandBuffer);
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}
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}
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