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

@@ -11,11 +11,12 @@ const int _ITERATION = 500000;
for (var i = 0; i < _ITERATION; i++)
{
RenderGraphBenchmark.ExecuteGraph(renderGraph);
renderGraph.Reset();
}
GC.Collect();
GC.WaitForPendingFinalizers();
//Thread.Sleep(1000); // Leave a gap in visual studio allocations timeline
Thread.Sleep(1000); // Leave a gap in visual studio allocations timeline
var sw = new System.Diagnostics.Stopwatch();
var gcBefore = GC.GetAllocatedBytesForCurrentThread();
sw.Start();
@@ -23,6 +24,7 @@ sw.Start();
for (var i = 0; i < _ITERATION; i++)
{
RenderGraphBenchmark.ExecuteGraph(renderGraph);
renderGraph.Reset();
}
sw.Stop();
@@ -37,6 +39,9 @@ var renderGraph = new RenderGraph();
Console.WriteLine("=== FRAME 1 (Cache Miss Expected) ===");
RenderGraphBenchmark.ExecuteGraph(renderGraph);
Console.WriteLine("\n\n=== FRAME 2 (Cache Hit Expected) ===");
RenderGraphBenchmark.ExecuteGraph(renderGraph);
//Thread.Sleep(5000);
//renderGraph.Reset();
//Console.WriteLine("\n\n=== FRAME 2 (Cache Hit Expected) ===");
//RenderGraphBenchmark.ExecuteGraph(renderGraph);
#endif