Files
GhostEngine/Ghost.RenderGraph.Concept/ICommandBuffer.cs
Misaki 676f8bb74c Add render graph proof of concept and refactor graphics
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.
2025-12-01 22:31:17 +09:00

87 lines
2.9 KiB
C#

namespace Ghost.RenderGraph.Concept;
public interface ICommandBuffer
{
void ResourceBarrier(string resourceName, ResourceState beforeState, ResourceState afterState);
void AliasingBarrier(string beforeResourceName, string afterResourceName, string physicalAllocationName);
void BeginRenderPass(string passName);
void EndRenderPass();
void SetRenderTarget(string textureName);
void SetDepthStencil(string textureName);
void BindShaderResource(string resourceName, int slot);
void BindUnorderedAccess(string resourceName, int slot);
void Draw(int vertexCount);
void Dispatch(int x, int y, int z);
void ClearRenderTarget(string textureName, float r, float g, float b, float a);
void ClearDepth(string textureName, float depth);
void CopyTexture(string source, string destination);
}
public class SimulatedCommandBuffer : ICommandBuffer
{
public void ResourceBarrier(string resourceName, ResourceState beforeState, ResourceState afterState)
{
Console.WriteLine($" [BARRIER] Transition '{resourceName}' from {beforeState} to {afterState}");
}
public void AliasingBarrier(string beforeResourceName, string afterResourceName, string physicalAllocationName)
{
Console.WriteLine($" [ALIAS_BARRIER] Alias '{physicalAllocationName}': '{beforeResourceName}' -> '{afterResourceName}'");
}
public void BeginRenderPass(string passName)
{
Console.WriteLine($" [BEGIN] RenderPass '{passName}'");
}
public void EndRenderPass()
{
Console.WriteLine($" [END] RenderPass");
}
public void SetRenderTarget(string textureName)
{
Console.WriteLine($" [RT] Set RenderTarget: '{textureName}'");
}
public void SetDepthStencil(string textureName)
{
Console.WriteLine($" [DS] Set DepthStencil: '{textureName}'");
}
public void BindShaderResource(string resourceName, int slot)
{
Console.WriteLine($" [SRV] Bind ShaderResource: '{resourceName}' at slot {slot}");
}
public void BindUnorderedAccess(string resourceName, int slot)
{
Console.WriteLine($" [UAV] Bind UnorderedAccess: '{resourceName}' at slot {slot}");
}
public void Draw(int vertexCount)
{
Console.WriteLine($" [DRAW] Drawing {vertexCount} vertices");
}
public void Dispatch(int x, int y, int z)
{
Console.WriteLine($" [DISPATCH] Compute ({x}, {y}, {z})");
}
public void ClearRenderTarget(string textureName, float r, float g, float b, float a)
{
Console.WriteLine($" [CLEAR_RT] Clear '{textureName}' to ({r}, {g}, {b}, {a})");
}
public void ClearDepth(string textureName, float depth)
{
Console.WriteLine($" [CLEAR_DEPTH] Clear '{textureName}' to {depth}");
}
public void CopyTexture(string source, string destination)
{
Console.WriteLine($" [COPY] Copy from '{source}' to '{destination}'");
}
}