Refactor descriptor handling and shader compilation

Refactored descriptor allocation and release logic by introducing `IDescriptorAllocator` and replacing `DescriptorHeapAllocator` with `D3D12DescriptorHeap`. Updated descriptor structs to include validation properties and improved memory management with `ReadOnlySpan`.

Enhanced shader compilation by introducing `ShaderStage` and `CompilerVersion` enums, enabling more flexible and maintainable shader handling.

Refactored `Mesh` to use `IBuffer` for vertex and index buffers, added bindless descriptor support, and improved resource cleanup.

Updated `RenderSystem` and other components for better initialization, error handling, and disposal logic. General improvements to code readability and maintainability.
This commit is contained in:
2025-09-13 20:07:29 +09:00
parent 1dfed83e38
commit 74bb2ccda5
23 changed files with 561 additions and 403 deletions

View File

@@ -64,7 +64,7 @@ internal unsafe class Renderer
commandAllocator.Dispose();
commandList.Dispose();
backBuffer.Dispose();
GraphicsPipeline.DescriptorAllocator.ReleaseRTV(rtvDescriptor);
GraphicsPipeline.DescriptorAllocator.Release(rtvDescriptor);
}
}
@@ -226,7 +226,7 @@ internal unsafe class Renderer
if (frameResource.backBuffer.Get() is not null)
{
var c = frameResource.backBuffer.Reset();
GraphicsPipeline.DescriptorAllocator.ReleaseRTV(frameResource.rtvDescriptor);
GraphicsPipeline.DescriptorAllocator.Release(frameResource.rtvDescriptor);
}
frameResource.fenceValue = _frameResources[_backBufferIndex].fenceValue;