forked from Misaki/GhostEngine
Implemented a transient render graph system as a proof of concept, including resource aliasing, pass culling, and typed pass data. Added new project `Ghost.RenderGraph.Concept` targeting `.NET 10.0`. Refactored graphics-related components: - Simplified resource state transitions in `RenderingContext`. - Improved resize handling in `GraphicsTestWindow`. - Updated `D3D12GraphicsEngine` to streamline frame rendering. - Enhanced `D3D12ResourceDatabase` and `D3D12SwapChain` for better resource management. Added detailed documentation: - `ALIASING.md` explains resource aliasing techniques. - `API_DESIGN.md` outlines the render graph API design. Updated solution to include the new render graph project.
59 lines
1.6 KiB
C#
59 lines
1.6 KiB
C#
namespace Ghost.RenderGraph.Concept;
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// Pass data structure for GBuffer outputs
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public class GBufferData
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{
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public RenderGraphTextureHandle Albedo = null!;
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public RenderGraphTextureHandle Normal = null!;
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public RenderGraphTextureHandle Depth = null!;
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}
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public class LightingPassData
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{
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public RenderGraphTextureHandle GBufferAlbedo = null!;
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public RenderGraphTextureHandle GBufferNormal = null!;
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public RenderGraphTextureHandle GBufferDepth = null!;
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public RenderGraphTextureHandle OutputLighting = null!;
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}
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public class SSAOPassData
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{
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public RenderGraphTextureHandle GBufferDepth = null!;
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public RenderGraphTextureHandle GBufferNormal = null!;
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public RenderGraphTextureHandle OutputSSAO = null!;
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}
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public class TAAPassData
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{
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public RenderGraphTextureHandle InputLighting = null!;
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public RenderGraphTextureHandle OutputTAA = null!;
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}
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public class PostProcessingPassData
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{
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public RenderGraphTextureHandle InputTAA = null!;
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public RenderGraphTextureHandle InputSSAO = null!;
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public RenderGraphTextureHandle OutputBackbuffer = null!;
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}
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public class DebugPassData
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{
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public RenderGraphTextureHandle DebugTexture = null!;
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}
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public class ProfilerMarkerData { }
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public class BloomDownsampleData
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{
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public RenderGraphTextureHandle Input = null!;
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public RenderGraphTextureHandle Output = null!;
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}
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public class PostProcessingPassDataV2
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{
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public RenderGraphTextureHandle InputTAA = null!;
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public RenderGraphTextureHandle InputSSAO = null!;
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public RenderGraphTextureHandle InputBloom = null!;
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public RenderGraphTextureHandle OutputBackbuffer = null!;
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}
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