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.
39 lines
1.3 KiB
XML
39 lines
1.3 KiB
XML
<?xml version="1.0" encoding="utf-8" ?>
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<Window
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x:Class="Ghost.Graphics.Test.Windows.GraphicsTestWindow"
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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:controls="using:Ghost.Graphics.Test.Controls"
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xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
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xmlns:local="using:Ghost.Graphics.Test.Windows"
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xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
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Title="GraphicsTestWindow"
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mc:Ignorable="d">
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<Window.SystemBackdrop>
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<MicaBackdrop />
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</Window.SystemBackdrop>
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<Grid>
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<Grid.RowDefinitions>
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<RowDefinition Height="*" />
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<RowDefinition Height="Auto" />
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<RowDefinition Height="300" MinHeight="150" />
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</Grid.RowDefinitions>
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<!-- Main test content area -->
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<SwapChainPanel
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x:Name="Panel"
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Grid.Row="0"
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HorizontalAlignment="Stretch"
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VerticalAlignment="Stretch" />
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<!-- Splitter -->
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<Border
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Grid.Row="1"
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Height="4"
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HorizontalAlignment="Stretch"
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Background="{ThemeResource SystemControlBackgroundBaseLowBrush}" />
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</Grid>
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</Window>
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