Render graph: native pass merging & heap-based aliasing
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.
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@@ -386,22 +386,22 @@ internal unsafe class D3D12DescriptorAllocator : IDisposable
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#region Utility Methods
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/// <summary>
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/// Gets the RTV heap for binding to the command list.
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/// Gets the RTV Heap for binding to the command list.
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/// </summary>
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public ID3D12DescriptorHeap* GetRTVHeap() => _rtvHeap.Heap;
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/// <summary>
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/// Gets the DSV heap for binding to the command list.
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/// Gets the DSV Heap for binding to the command list.
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/// </summary>
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public ID3D12DescriptorHeap* GetDSVHeap() => _dsvHeap.Heap;
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/// <summary>
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/// Gets the CBV/SRV/UAV heap for binding to the command list.
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/// Gets the CBV/SRV/UAV Heap for binding to the command list.
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/// </summary>
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public ID3D12DescriptorHeap* GetCbvSrvUavHeap() => _cbvSrvUavHeap.ShaderVisibleHeap;
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/// <summary>
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/// Gets the sampler heap for binding to the command list.
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/// Gets the sampler Heap for binding to the command list.
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/// </summary>
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public ID3D12DescriptorHeap* GetSamplerHeap() => _samplerHeap.ShaderVisibleHeap;
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