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/ResourceState.cs
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21
Ghost.RenderGraph.Concept/ResourceState.cs
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namespace Ghost.RenderGraph.Concept;
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[Flags]
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public enum ResourceState
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{
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Undefined = 0,
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RenderTarget = 1 << 0,
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DepthWrite = 1 << 1,
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DepthRead = 1 << 2,
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ShaderResource = 1 << 3,
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UnorderedAccess = 1 << 4,
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CopySource = 1 << 5,
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CopyDest = 1 << 6,
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Present = 1 << 7
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}
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public enum BarrierType
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{
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Transition, // Regular state transition
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Aliasing // Aliasing barrier (resource is being reused)
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}
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