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

@@ -172,11 +172,7 @@ internal class RenderSystem : IRenderSystem
_isRunning = false;
_shutdownEvent.Set();
if (_renderThread.IsAlive)
{
_renderThread.Join();
}
_renderThread.Join();
}
public bool WaitForGPUReady(int timeOut = -1)
@@ -242,7 +238,10 @@ internal class RenderSystem : IRenderSystem
frameResource.Dispose();
}
_graphicsEngine.Dispose();
_shutdownEvent.Dispose();
_disposed = true;
GC.SuppressFinalize(this);
}
}