Refactor resource management and enforce code formatting

Refactored `D3D12ResourceAllocator` to improve maintainability,
introducing new descriptor creation methods, utility functions,
and enhanced resource handling. Added thread safety and proper
disposal logic. Updated `.editorconfig` to enforce consistent
`using` directive sorting and increased max line length.

Revised `BufferUsage` enum in `Common.cs` to include new flags
and reorganized existing ones. Refactored `RenderTargetDesc`
conversion to an instance method. Adjusted `MeshRenderPass`
for consistency and added a parameter to `Execute`.

Minor formatting updates in `ShaderCode.hlsl` and cleanup of
unused directives in `D3D12Utility.cs`. Overall, these changes
enhance readability, maintainability, and functionality.
This commit is contained in:
2025-11-03 22:11:31 +09:00
parent a8d7cd8828
commit 017153aa02
11 changed files with 350 additions and 244 deletions

View File

@@ -339,22 +339,22 @@ public struct RenderTargetDesc
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static TextureDesc ToTextureDescripton(RenderTargetDesc desc)
public TextureDesc ToTextureDescripton()
{
var usage = desc.Type == RenderTargetType.Color ? TextureUsage.RenderTarget : TextureUsage.DepthStencil;
if (desc.CreationFlags.HasFlag(RenderTargetCreationFlags.AllowUAV))
var usage = Type == RenderTargetType.Color ? TextureUsage.RenderTarget : TextureUsage.DepthStencil;
if (CreationFlags.HasFlag(RenderTargetCreationFlags.AllowUAV))
{
usage |= TextureUsage.UnorderedAccess;
}
return new TextureDesc
{
Width = desc.Width,
Height = desc.Height,
Slice = desc.Slice,
Format = desc.Format,
Dimension = desc.Dimension,
MipLevels = desc.MipLevels,
Width = Width,
Height = Height,
Slice = Slice,
Format = Format,
Dimension = Dimension,
MipLevels = MipLevels,
Usage = usage,
};
}
@@ -650,14 +650,14 @@ public enum BufferUsage
None = 0,
Vertex = 1 << 0,
Index = 1 << 1,
Constant = 1 << 2,
Structured = 1 << 3,
Raw = 1 << 4,
Upload = 1 << 5,
Readback = 1 << 6,
IndirectArgument = 1 << 7,
ShaderResource = Vertex | Index | Constant
Constant = 1 << 2,
ShaderResource = 1 << 3,
UnorderedAccess = 1 << 4,
Structured = 1 << 5,
Raw = 1 << 6,
Upload = 1 << 8,
Readback = 1 << 9,
}
public enum IndexType