forked from Misaki/GhostEngine
Refactor D3D12 Resource Management
Refactored and renamed components related to D3D12 graphics programming, replacing "descriptor" with "viewGroup" to improve resource grouping and management. Updated `D3D12CommandBuffer`, `D3D12DescriptorAllocator`, and `D3D12PipelineLibrary` to reflect these changes. Simplified material and shader creation in `D3D12ResourceAllocator`. Enhanced `D3D12ResourceDatabase` with resource naming for debugging and improved management. Refactored `Shader` and `ShaderPass` to use modern C# features and `IResourceReleasable` interface. Introduced `D3D12Utility` for centralized utility methods. Updated `Material` class for efficient buffer creation. Renamed `ShaderCompiler` to `SDLCompiler` with improved error handling. Updated `MeshRenderPass` to use new shader compilation process. Various improvements in error handling, code readability, and utility methods.
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@@ -10,8 +10,8 @@ var source = File.ReadAllText("F:/csharp/GhostEngine/Ghost.Graphics/test.gshader
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var lexer = new Lexer(source);
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var stream = new TokenStream(lexer.Tokenize());
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var shaderInfo = ShaderCompiler.ParseShaders(stream);
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var model = ShaderCompiler.SemanticAnalysis(shaderInfo[0], out var errors);
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var shaderInfo = SDLCompiler.ParseShaders(stream);
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var model = SDLCompiler.SemanticAnalysis(shaderInfo[0], out var errors);
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foreach (var error in errors)
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{
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@@ -29,8 +29,8 @@ if (model == null)
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return;
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}
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var descriptor = ShaderCompiler.ResolveShader(model);
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ShaderCompiler.CompileShader(descriptor, "C:/Users/Misaki/Downloads/Archive");
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var descriptor = SDLCompiler.ResolveShader(model);
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SDLCompiler.GenerateShader(descriptor, "C:/Users/Misaki/Downloads/Archive");
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Console.WriteLine("Shader compiled successfully:");
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