forked from Misaki/GhostEngine
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.
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@@ -257,7 +257,20 @@ internal class RenderSystem : IRenderSystem
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if (!_resizeRequest.IsEmpty)
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{
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WaitIdle();
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//WaitIdle();
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_gpuFenceValue++;
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var flushFence = _graphicsEngine.Device.GraphicsQueue.Signal(_gpuFenceValue);
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_graphicsEngine.Device.GraphicsQueue.WaitForValue(flushFence);
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// Sync the current frame resource to this new fence to keep state consistent
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frameResource.FenceValue = flushFence;
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foreach (var resource in _frameResources)
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{
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resource.CommandAllocator.Reset();
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}
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foreach (var kvp in _resizeRequest)
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{
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var swapChain = kvp.Key;
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