forked from Misaki/GhostEngine
Refactor render graph: modular compilation & execution
Major overhaul of render graph system for modularity and performance: - Split compilation and execution logic into dedicated classes (Compiler, Executor, NativePassBuilder, Barriers) - Overhauled barrier system: now uses CompiledBarrier with target state only, querying before state at execution - Resource size/alignment now queried from D3D12 device for accurate heap allocation - ResourceDesc now includes Type field and asserts correct union access - Centralized D3D12 interop logic in D3D12Utility extensions - Added RenderGraphHasher for structural graph hashing and cache invalidation - RenderGraph class simplified to orchestrate specialized components - ResourceAliasingManager now uses allocator for size queries - Compilation cache now stores compiled barriers, reducing memory usage - Improved comments, debug assertions, and removed redundant code Result: more maintainable, efficient, and robust render graph pipeline.
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@@ -294,7 +294,6 @@ internal class D3D12ResourceDatabase : IResourceDatabase
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}
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info.Release(_descriptorAllocator);
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//System.Diagnostics.Debug.Assert(info.Release(_descriptorAllocator) == 0);
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#if DEBUG || GHOST_EDITOR
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_resourceName.Remove(handle, out var name);
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#endif
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