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

@@ -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
{