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.
This commit is contained in:
@@ -95,6 +95,8 @@ internal class D3D12Renderer : IRenderer
|
||||
{
|
||||
Texture = target,
|
||||
ClearColor = clearColor,
|
||||
LoadOp = AttachmentLoadOp.Clear,
|
||||
StoreOp = AttachmentStoreOp.Store,
|
||||
},
|
||||
];
|
||||
|
||||
@@ -103,6 +105,10 @@ internal class D3D12Renderer : IRenderer
|
||||
Texture = Handle<Texture>.Invalid,
|
||||
ClearDepth = 1.0f,
|
||||
ClearStencil = 0,
|
||||
DepthLoadOp = AttachmentLoadOp.Clear,
|
||||
StencilLoadOp = AttachmentLoadOp.Clear,
|
||||
DepthStoreOp = AttachmentStoreOp.Store,
|
||||
StencilStoreOp = AttachmentStoreOp.Store,
|
||||
};
|
||||
|
||||
// NOTE: Testing only.
|
||||
|
||||
Reference in New Issue
Block a user