Render graph integration and resource management refactor

Introduces a full-featured render graph system with pass culling, resource aliasing, and automatic barrier generation. Refactors resource and barrier APIs, improves error handling, and unifies result types. Renderer and render passes now use the new graph-based workflow. Updates shader includes, adds a blit shader, and improves HLSL parsing. Removes dynamic descriptor heaps in favor of persistent ones. Project file now includes the render graph module. Lays the foundation for advanced rendering features and improved memory efficiency.
This commit is contained in:
2026-01-21 18:32:03 +09:00
parent 1c155f962c
commit 92b966fe0d
62 changed files with 4843 additions and 621 deletions

View File

@@ -1,5 +1,5 @@
#include "F:/csharp/GhostEngine/Ghost.DSL/BuiltIn/Properties.hlsl"
#include "F:/csharp/GhostEngine/Ghost.DSL/BuiltIn/Common.hlsl"
#include "F:/csharp/GhostEngine/Ghost.Graphics/Shaders/Includes/Properties.hlsl"
#include "F:/csharp/GhostEngine/Ghost.Graphics/Shaders/Includes/Common.hlsl"
struct PixelInput
{
@@ -46,5 +46,5 @@ float4 PSMain(PixelInput input) : SV_TARGET
float4 color4 = SAMPLE_TEXTURE2D(perMaterialData.texture4, perMaterialData.tex_sampler, input.uv.xy);
float4 blendedColor = (color1 + color2 + color3 + color4) * 0.25f;
return perMaterialData.color * blendedColor;
return perMaterialData.color * blendedColor + input.color;
}