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.
This commit is contained in:
2025-11-26 01:48:24 +09:00
parent dfe786a2aa
commit 0720444c2c
40 changed files with 1008 additions and 903 deletions

View File

@@ -1,3 +1,6 @@
using Misaki.HighPerformance.Mathematics;
using System.Runtime.InteropServices;
namespace Ghost.Graphics.Core;
/// <summary>
@@ -40,4 +43,14 @@ public static class RootSignatureLayout
4
#endif
;
}
}
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct PerObjectData
{
public float4x4 localToWorld;
public float3 worldBoundsMin;
public uint vertexBuffer;
public float3 worldBoundsMax;
public uint indexBuffer;
};