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

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