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

@@ -75,6 +75,21 @@ internal sealed class MockCommandBuffer
{
#if DEBUG
Console.WriteLine(nameof(AliasBarrier) + ": " + resourceBefore + " to " + resourceAfter);
#endif
}
public void BeginRenderPass(int nativePassIndex, int colorAttachmentCount, bool hasDepth)
{
#if DEBUG
Console.WriteLine($"\n=== BeginRenderPass (Native Pass {nativePassIndex}) ===");
Console.WriteLine($" Color attachments: {colorAttachmentCount}, Depth: {hasDepth}");
#endif
}
public void EndRenderPass()
{
#if DEBUG
Console.WriteLine("=== EndRenderPass ===\n");
#endif
}
}