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:
@@ -25,6 +25,7 @@ public sealed class SSAOPassData : IPassData
|
||||
public Identifier<RGTexture> GBufferDepth;
|
||||
public Identifier<RGTexture> GBufferNormal;
|
||||
public Identifier<RGTexture> OutputSSAO;
|
||||
public Identifier<RGBuffer> OutputSSAOBuffer;
|
||||
}
|
||||
|
||||
public sealed class BloomDownsampleData : IPassData
|
||||
@@ -39,6 +40,12 @@ public sealed class TAAPassData : IPassData
|
||||
public Identifier<RGTexture> OutputTAA;
|
||||
}
|
||||
|
||||
public sealed class PostProcessingPassDataV1 : IPassData
|
||||
{
|
||||
public Identifier<RGTexture> InputLighting;
|
||||
public Identifier<RGTexture> OutputBackbuffer;
|
||||
}
|
||||
|
||||
public sealed class PostProcessingPassDataV2 : IPassData
|
||||
{
|
||||
public Identifier<RGTexture> InputTAA;
|
||||
|
||||
Reference in New Issue
Block a user