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:
2026-01-16 01:59:33 +09:00
parent ac36bbf8c7
commit 1c155f962c
51 changed files with 2002 additions and 2314 deletions

View File

@@ -79,62 +79,62 @@ internal unsafe static class D3D12Utility
{
var d3dStates = D3D12_RESOURCE_STATES.D3D12_RESOURCE_STATE_COMMON;
if (state.HasFlag(ResourceState.VertexAndConstantBuffer))
if ((state & ResourceState.VertexAndConstantBuffer) == ResourceState.VertexAndConstantBuffer)
{
d3dStates |= D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
}
if (state.HasFlag(ResourceState.IndexBuffer))
if ((state & ResourceState.IndexBuffer) == ResourceState.IndexBuffer)
{
d3dStates |= D3D12_RESOURCE_STATE_INDEX_BUFFER;
}
if (state.HasFlag(ResourceState.RenderTarget))
if ((state & ResourceState.RenderTarget) == ResourceState.RenderTarget)
{
d3dStates |= D3D12_RESOURCE_STATE_RENDER_TARGET;
}
if (state.HasFlag(ResourceState.UnorderedAccess))
if ((state & ResourceState.UnorderedAccess) == ResourceState.UnorderedAccess)
{
d3dStates |= D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
}
if (state.HasFlag(ResourceState.DepthWrite))
if ((state & ResourceState.DepthWrite) == ResourceState.DepthWrite)
{
d3dStates |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
}
if (state.HasFlag(ResourceState.DepthRead))
if ((state & ResourceState.DepthRead) == ResourceState.DepthRead)
{
d3dStates |= D3D12_RESOURCE_STATE_DEPTH_READ;
}
if (state.HasFlag(ResourceState.PixelShaderResource))
if ((state & ResourceState.PixelShaderResource) == ResourceState.PixelShaderResource)
{
d3dStates |= D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
}
if (state.HasFlag(ResourceState.CopyDest))
if ((state & ResourceState.CopyDest) == ResourceState.CopyDest)
{
d3dStates |= D3D12_RESOURCE_STATE_COPY_DEST;
}
if (state.HasFlag(ResourceState.CopySource))
if ((state & ResourceState.CopySource) == ResourceState.CopySource)
{
d3dStates |= D3D12_RESOURCE_STATE_COPY_SOURCE;
}
if (state.HasFlag(ResourceState.GenericRead))
if ((state & ResourceState.GenericRead) == ResourceState.GenericRead)
{
d3dStates |= D3D12_RESOURCE_STATE_GENERIC_READ;
}
if (state.HasFlag(ResourceState.IndirectArgument))
if ((state & ResourceState.IndirectArgument) == ResourceState.IndirectArgument)
{
d3dStates |= D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT;
}
if (state.HasFlag(ResourceState.NonPixelShaderResource))
if ((state & ResourceState.NonPixelShaderResource) == ResourceState.NonPixelShaderResource)
{
d3dStates |= D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
}