forked from Misaki/GhostEngine
Major architecture upgrade: - Add native render pass merging (hardware pass grouping, load/store op inference) - Implement heap-based aliasing for textures & buffers (D3D12-style) - Unify resource model: buffers and textures in one registry - Extend builder API for buffer creation/usage, access flags, hints - Improve barrier/state tracking (buffer hints, indirect argument state) - Update caching, hashing, and debug output for new model - Add enums/structs: AttachmentLoadOp, StoreOp, BufferHint, etc. - D3D12 backend: support named resources, temp upload buffers, correct heap usage - Update docs, benchmarks, and project files for new features Brings render graph closer to AAA engine standards, enabling efficient memory usage, lower driver overhead, and a more flexible API.
41 lines
1.8 KiB
XML
41 lines
1.8 KiB
XML
<?xml version="1.0" encoding="utf-8" ?>
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<ResourceDictionary
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xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
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xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
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xmlns:local="using:Ghost.Editor.Core.Controls">
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<Style TargetType="local:Float3Field">
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<Setter Property="Template">
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<Setter.Value>
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<ControlTemplate TargetType="local:Float3Field">
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<Grid ColumnSpacing="4">
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<Grid.ColumnDefinitions>
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<ColumnDefinition Width="Auto" />
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<ColumnDefinition Width="*" />
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<ColumnDefinition Width="Auto" />
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<ColumnDefinition Width="*" />
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<ColumnDefinition Width="Auto" />
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<ColumnDefinition Width="*" />
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</Grid.ColumnDefinitions>
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<TextBlock
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Grid.Column="0"
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VerticalAlignment="Center"
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Text="X" />
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<NumberBox x:Name="XComponent" Grid.Column="1" />
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<TextBlock
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Grid.Column="2"
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VerticalAlignment="Center"
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Text="Y" />
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<NumberBox x:Name="YComponent" Grid.Column="3" />
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<TextBlock
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Grid.Column="4"
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VerticalAlignment="Center"
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Text="Z" />
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<NumberBox x:Name="ZComponent" Grid.Column="5" />
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</Grid>
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</ControlTemplate>
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</Setter.Value>
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</Setter>
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</Style>
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</ResourceDictionary> |