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.
42 lines
1.1 KiB
C#
42 lines
1.1 KiB
C#
namespace Ghost.RenderGraph.Concept;
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public class RenderGraphResourceHandle
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{
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internal int Id { get; }
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internal ResourceType Type { get; }
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internal string Name { get; }
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internal bool IsImported { get; }
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internal RenderGraphResourceHandle(int id, ResourceType type, string name, bool isImported)
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{
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Id = id;
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Type = type;
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Name = name;
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IsImported = isImported;
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}
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public override string ToString() => Name;
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}
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public sealed class RenderGraphTextureHandle : RenderGraphResourceHandle
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{
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internal TextureDescriptor Descriptor { get; }
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internal RenderGraphTextureHandle(int id, string name, TextureDescriptor descriptor, bool isImported)
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: base(id, ResourceType.Texture, name, isImported)
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{
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Descriptor = descriptor;
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}
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}
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public sealed class RenderGraphBufferHandle : RenderGraphResourceHandle
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{
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internal BufferDescriptor Descriptor { get; }
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internal RenderGraphBufferHandle(int id, string name, BufferDescriptor descriptor, bool isImported)
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: base(id, ResourceType.Buffer, name, isImported)
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{
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Descriptor = descriptor;
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}
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}
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