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

@@ -0,0 +1,74 @@
shader "Hidden/Blit"
{
properties
{
tex2d mainTex = { white };
sampler sampler_mainTex;
}
pass "Blit"
{
pipeline
{
ztest = always;
zwrite = off;
cull = off;
blend = opaque;
color_mask = all;
}
includes
{
"F:/csharp/GhostEngine/Ghost.Graphics/Shaders/Includes/Common.hlsl";
"F:/csharp/GhostEngine/Ghost.Graphics/Shaders/Includes/Color.hlsl";
"F:/csharp/GhostEngine/Ghost.Graphics/Shaders/Includes/Properties.hlsl";
}
hlsl
{
struct PSInput
{
float4 position : SV_POSITION;
float4 uv : TEXCOORD0;
};
[MESH_SHADER_THREADS(4)]
[OUTPUT_TRIANGLE_TOPOLOGY]
void MSMain(
uint gtid : SV_GroupThreadID,
out vertices PSInput verts[4],
out indices uint3 tris[2]
)
{
SetMeshOutputCounts(4, 2);
float2 uv = float2(gtid & 1, (gtid >> 1) & 1);
verts[gtid].position = float4(uv * 2.0 - 1.0, 0.0, 1.0);
// verts[gtid].position.y *= -1.0;
verts[gtid].uv = float4(uv, 0.0, 0.0);
if (gtid == 0)
{
tris[0] = uint3(0, 1, 2); // First triangle
tris[1] = uint3(1, 3, 2); // Second triangle
}
}
float4 PSMain(PSInput input) : SV_TARGET
{
PerMaterialData perMaterialData = LoadData<PerMaterialData>(g_PushConstantData.perMaterialBuffer, 0);
float2 uv = input.uv.xy;
float4 color = SAMPLE_TEXTURE2D(perMaterialData.mainTex, perMaterialData.sampler_mainTex, uv);
#ifdef LINEAR_COLORSPACE
color = LinearToSRGB(color);
#endif
return color;
}
}
mesh "hlsl_block" : "MSMain";
pixel "hlsl_block" : "PSMain";
}
}