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

@@ -26,6 +26,7 @@ void MSMain(
out vertices PixelInput outVerts[3],
out indices uint3 outTris[1])
{
#if 0
// Fetch bindless buffers
ByteAddressBuffer vertexBuffer = ResourceDescriptorHeap[g_PerObjectData.vertexBuffer];
ByteAddressBuffer indexBuffer = ResourceDescriptorHeap[g_PerObjectData.indexBuffer];
@@ -45,8 +46,7 @@ void MSMain(
v.uv = asfloat(vertexBuffer.Load4(vertexOffset + 64));
SetMeshOutputCounts(3, 1);
v.position = mul(g_PerViewData.cameraMatrix, mul(g_PerObjectData.localToWorld, v.position));
//v.position = mul(g_PerViewData.cameraMatrix, mul(g_PerObjectData.localToWorld, v.position));
// Write vertex output
outVerts[vertexId].position = v.position;
@@ -58,15 +58,50 @@ void MSMain(
{
outTris[0] = uint3(0, 1, 2);
}
#else
// 1. Tell the hardware how much data to expect
SetMeshOutputCounts(3, 1);
// 2. Hardcoded Clip Space Positions (X, Y, Z, W)
// Visible range: X[-1, 1], Y[-1, 1], Z[0, 1]
// W must be 1.0
float4 positions[3] =
{
float4(0.0f, 0.5f, 0.5f, 1.0f), // Top
float4(0.5f, -0.5f, 0.5f, 1.0f), // Bottom Right
float4(-0.5f, -0.5f, 0.5f, 1.0f) // Bottom Left
};
float4 colors[3] =
{
float4(g_PerObjectData.vertexBuffer, 0.0f, 0.0f, 1.0f), // Red
float4(0.0f, g_PerObjectData.indexBuffer, 0.0f, 1.0f), // Green
float4(0.0f, 0.0f, 0.0f, 1.0f) // Blue
};
uint gtid = groupThreadID.x;
// 3. Write Vertex Data (Parallel)
outVerts[gtid].position = positions[gtid];
outVerts[gtid].color = colors[gtid];
// 4. Write Index Data (Only 1st thread needs to do this)
if (gtid == 0)
{
// Clockwise winding (Standard for DX12)
outTris[0] = uint3(0, 1, 2);
}
#endif
}
float4 PSMain(PixelInput input) : SV_TARGET
{
float4 color1 = SAMPLE_TEXTURE2D_BINDLESS(g_PerMaterialData.texture1, 0, input.uv.xy);
float4 color2 = SAMPLE_TEXTURE2D_BINDLESS(g_PerMaterialData.texture2, 0, input.uv.xy);
float4 color3 = SAMPLE_TEXTURE2D_BINDLESS(g_PerMaterialData.texture3, 0, input.uv.xy);
float4 color4 = SAMPLE_TEXTURE2D_BINDLESS(g_PerMaterialData.texture4, 0, input.uv.xy);
//float4 color1 = SAMPLE_TEXTURE2D_BINDLESS(g_PerMaterialData.texture1, 0, input.uv.xy);
//float4 color2 = SAMPLE_TEXTURE2D_BINDLESS(g_PerMaterialData.texture2, 0, input.uv.xy);
//float4 color3 = SAMPLE_TEXTURE2D_BINDLESS(g_PerMaterialData.texture3, 0, input.uv.xy);
//float4 color4 = SAMPLE_TEXTURE2D_BINDLESS(g_PerMaterialData.texture4, 0, input.uv.xy);
float4 blendedColor = (color1 + color2 + color3 + color4) * 0.25f;
return blendedColor * g_PerMaterialData.color;
//float4 blendedColor = (color1 + color2 + color3 + color4) * 0.25f;
return g_PerMaterialData.color + input.color;;
//return input.color;
}