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.
83 lines
3.6 KiB
XML
83 lines
3.6 KiB
XML
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<PropertyGroup>
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<TargetPlatformMinVersion>10.0.17763.0</TargetPlatformMinVersion>
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<RootNamespace>Ghost.Graphics.Test</RootNamespace>
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<ApplicationManifest>app.manifest</ApplicationManifest>
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<Platforms>x86;x64;ARM64</Platforms>
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<RuntimeIdentifiers>win-x86;win-x64;win-arm64</RuntimeIdentifiers>
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<ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<Manifest Include="$(ApplicationManifest)" />
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<!--
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Defining the "Msix" ProjectCapability here allows the Single-project MSIX Packaging
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Tools extension to be activated for this project even if the Windows App SDK Nuget
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Defining the "HasPackageAndPublishMenuAddedByProject" property here allows the Solution
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Explorer "Package and Publish" context menu entry to be enabled for this project even if
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the Windows App SDK Nuget package has not yet been restored.
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