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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@@ -157,7 +157,7 @@ internal class MeshRenderPass : IRenderPass
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Usage = TextureUsage.ShaderResource,
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};
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_textures[i] = ctx.CreateTexture(in desc, imageData.AsSpan());
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_textures[i] = ctx.CreateTexture(in desc, imageData.AsSpan(), $"Texture_{i}");
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}
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var samplerDesc = new SamplerDesc
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@@ -182,13 +182,9 @@ internal class MeshRenderPass : IRenderPass
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tex_sampler = (uint)sampler.Value,
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};
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Debug.Assert(matRef.SetPropertyCache(in matProps) == ErrorStatus.None);
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matRef.SetPropertyCache(in matProps).ThrowIfFailed();
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matRef.UploadData(ctx.DirectCommandBuffer);
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var pso = matRef.GetPassPipelineOverride(0);
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pso.Cull = Cull.Back;
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matRef.SetPassPipelineOverride(0, in pso);
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_forwardPassID = Shader.GetPassID("Forward");
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}
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