forked from Misaki/GhostEngine
Refactor and enhance resource management and rendering
Updated multiple components to improve encapsulation, maintainability, and performance. Key changes include: - Upgraded package dependencies in project files. - Refactored `Mesh` and `RenderingContext` to use properties and added support for per-object constant buffers. - Improved resource management in `D3D12CommandBuffer`, `D3D12CommandQueue`, and `D3D12ResourceAllocator` with better encapsulation and disposal handling. - Added validation for constant buffer sizes in `D3D12PipelineLibrary`. - Simplified `MeshBuilder` methods to accept allocators and removed hardcoded values. - Enhanced debugging with `GPUResourceLeakException` and resource tracking updates. - Updated shaders and rendering logic for testing, including hardcoded triangle rendering. - Removed redundant base classes and interfaces for cleaner code structure.
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@@ -141,7 +141,7 @@ public readonly struct ShaderReflectionData
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}
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}
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public unsafe interface IShaderCompiler
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public interface IShaderCompiler : IDisposable
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{
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Result<CompileResult> Compile(ref readonly CompilerConfig config, Allocator allocator);
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Result<GraphicsCompiledResult> CompilePass(IPassDescriptor descriptor);
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@@ -1,8 +1,8 @@
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using System.Runtime.InteropServices;
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using TerraFX.Interop.Windows;
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namespace Ghost.Graphics.Contracts;
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[System.Diagnostics.CodeAnalysis.SuppressMessage("Interoperability", "CA1416:Validate platform compatibility", Justification = "<Pending>")]
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public unsafe readonly struct ISwapChainPanelNative : ISwapChainPanelNative.Interface, IDisposable
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{
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[ComImport]
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