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

@@ -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;