forked from Misaki/GhostEngine
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:
@@ -1,7 +1,7 @@
|
||||
namespace Ghost.Graphics.RHI;
|
||||
|
||||
/// <summary>
|
||||
/// D3D12-style command queue interface
|
||||
/// Command queue interface
|
||||
/// </summary>
|
||||
public interface ICommandQueue : IDisposable
|
||||
{
|
||||
@@ -46,7 +46,7 @@ public interface ICommandQueue : IDisposable
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Command queue types matching D3D12
|
||||
/// Command queue types
|
||||
/// </summary>
|
||||
public enum CommandQueueType
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user