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.
37 lines
783 B
C#
37 lines
783 B
C#
namespace Ghost.RenderGraph.Concept;
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public class RenderGraphBlackboard
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{
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private readonly Dictionary<Type, object> _data = new();
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public void Add<T>(T data) where T : class
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{
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_data[typeof(T)] = data;
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}
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public T Get<T>() where T : class
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{
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if (_data.TryGetValue(typeof(T), out var data))
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{
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return (T)data;
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}
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throw new KeyNotFoundException($"Data of type {typeof(T).Name} not found in blackboard.");
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}
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public bool TryGet<T>(out T? data) where T : class
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{
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if (_data.TryGetValue(typeof(T), out var obj))
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{
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data = (T)obj;
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return true;
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}
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data = null;
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return false;
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}
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public void Clear()
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{
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_data.Clear();
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}
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}
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