Implemented a transient render graph system as a proof of concept, including resource aliasing, pass culling, and typed pass data. Added new project `Ghost.RenderGraph.Concept` targeting `.NET 10.0`. Refactored graphics-related components: - Simplified resource state transitions in `RenderingContext`. - Improved resize handling in `GraphicsTestWindow`. - Updated `D3D12GraphicsEngine` to streamline frame rendering. - Enhanced `D3D12ResourceDatabase` and `D3D12SwapChain` for better resource management. Added detailed documentation: - `ALIASING.md` explains resource aliasing techniques. - `API_DESIGN.md` outlines the render graph API design. Updated solution to include the new render graph project.
29 lines
417 B
C#
29 lines
417 B
C#
namespace Ghost.RenderGraph.Concept;
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public enum ResourceType
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{
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Texture,
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Buffer
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}
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public enum TextureFormat
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{
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RGBA8,
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RGBA16F,
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RGBA32F,
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Depth32F,
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R32Uint
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}
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public record TextureDescriptor(
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int Width,
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int Height,
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TextureFormat Format,
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string DebugName = "Unnamed Texture"
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);
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public record BufferDescriptor(
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int SizeInBytes,
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string DebugName = "Unnamed Buffer"
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);
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