Files
GhostEngine/Ghost.RenderGraph.Concept/PassData.cs
Misaki 1c155f962c 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.
2026-01-16 01:59:33 +09:00

65 lines
1.6 KiB
C#

using Ghost.Core;
namespace Ghost.RenderGraph.Concept;
// ===== Pass Data Structures =====
// These are user-defined data structures that get passed to render functions
public sealed class GBufferData : IPassData
{
public Identifier<RGTexture> Albedo;
public Identifier<RGTexture> Normal;
public Identifier<RGTexture> Depth;
}
public sealed class LightingPassData : IPassData
{
public Identifier<RGTexture> GBufferAlbedo;
public Identifier<RGTexture> GBufferNormal;
public Identifier<RGTexture> GBufferDepth;
public Identifier<RGTexture> OutputLighting;
}
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
{
public Identifier<RGTexture> Input;
public Identifier<RGTexture> Output;
}
public sealed class TAAPassData : IPassData
{
public Identifier<RGTexture> InputLighting;
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;
public Identifier<RGTexture> InputSSAO;
public Identifier<RGTexture> InputBloom;
public Identifier<RGTexture> OutputBackbuffer;
}
public sealed class ProfilerMarkerData : IPassData
{
}
public sealed class DebugPassData : IPassData
{
public Identifier<RGTexture> DebugTexture;
}