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Introducing Render Graph #306
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…rerEngine into user/kernel/rendergraph
jnyfah
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This PR introduces the foundation of Render Graph.
Since we are approaching the use of multiple Render Passes (skybox, grid, depth prepass, etc...) to compose the final scene, it was becoming a mandatory to have a render graph to handle the dependencies between them.
In this Pr, as a POC we are leveraging the Render Graph to introduce the support of a basic and foundation work of Deferred Shading into the Scene renderer. See G-Buffer.
We haven't yet the support of Lighting, Transparent passes, and since this PR should focus on having the Render Graph feature, I'll do a follow-pr to have those passes, in addition of other Render Graph's feature such as Memory Aliasing.