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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@@ -118,7 +118,7 @@ public interface ICommandBuffer : IDisposable
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/// </summary>
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/// <param name="slot">The vertex buffer slot to bind to.</param>
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/// <param name="buffer">The handle to the graphics buffer containing vertex data.</param>
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/// <param name="offset">The offset in bytes from the start of the buffer.</param>
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/// <param name="offset">The Offset in bytes from the start of the buffer.</param>
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void SetVertexBuffer(uint slot, Handle<GraphicsBuffer> buffer, ulong offset = 0);
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/// <summary>
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@@ -126,7 +126,7 @@ public interface ICommandBuffer : IDisposable
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/// </summary>
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/// <param name="buffer">The handle to the graphics buffer containing index data.</param>
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/// <param name="type">The space of indices (e.g., 16-bit or 32-bit).</param>
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/// <param name="offset">The offset in bytes from the start of the buffer.</param>
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/// <param name="offset">The Offset in bytes from the start of the buffer.</param>
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void SetIndexBuffer(Handle<GraphicsBuffer> buffer, IndexType type, ulong offset = 0);
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/// <summary>
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@@ -140,7 +140,7 @@ public interface ICommandBuffer : IDisposable
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/// </summary>
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/// <param name="rootIndex">The zero-based index of the root parameter in the graphics root signature to set the constant for.</param>
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/// <param name="constantBuffer">A read-only span containing the 32-bit constant values to set.</param>
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/// <param name="offsetIn32Bits">The offset, in 32-bit values, from the start of the root parameter where the constants will be set.</param>
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/// <param name="offsetIn32Bits">The Offset, in 32-bit values, from the start of the root parameter where the constants will be set.</param>
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void SetGraphicsRoot32Constants(uint rootIndex, ReadOnlySpan<uint> constantBuffer, uint offsetIn32Bits = 0);
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/// <summary>
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@@ -209,8 +209,8 @@ public interface ICommandBuffer : IDisposable
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/// </summary>
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/// <param name="dest">The handle to the destination graphics buffer where data will be written. Cannot be null.</param>
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/// <param name="src">The handle to the source graphics buffer from which data will be read. Cannot be null.</param>
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/// <param name="destOffset">The byte offset in the destination buffer at which to begin writing. Must be zero or greater.</param>
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/// <param name="srcOffset">The byte offset in the source buffer at which to begin reading. Must be zero or greater.</param>
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/// <param name="destOffset">The byte Offset in the destination buffer at which to begin writing. Must be zero or greater.</param>
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/// <param name="srcOffset">The byte Offset in the source buffer at which to begin reading. Must be zero or greater.</param>
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/// <param name="numBytes">The number of bytes to copy. If zero, copies the remaining bytes from the source buffer starting at <paramref name="srcOffset"/>.</param>
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void CopyBuffer(Handle<GraphicsBuffer> dest, Handle<GraphicsBuffer> src, ulong destOffset = 0, ulong srcOffset = 0, ulong numBytes = 0);
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}
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