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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@@ -19,6 +19,7 @@ public enum ResourceState
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CopySource = 1 << 5,
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CopyDest = 1 << 6,
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Present = 1 << 7,
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IndirectArgument = 1 << 8,
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}
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/// <summary>
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@@ -140,14 +141,14 @@ internal struct ResourceBarrier
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/// </summary>
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internal sealed class ResourceStateTracker
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{
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public int ResourceIndex;
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public ResourceState CurrentState = ResourceState.Common;
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public int LastAccessPass = -1;
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public int resourceIndex;
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public ResourceState currentState = ResourceState.Common;
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public int lastAccessPass = -1;
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public void Reset()
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{
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ResourceIndex = -1;
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CurrentState = ResourceState.Common;
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LastAccessPass = -1;
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resourceIndex = -1;
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currentState = ResourceState.Common;
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lastAccessPass = -1;
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}
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}
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