forked from Misaki/GhostEngine
Refactor GPU resource management and rendering pipeline
- Introduced `Handle<T>` and `Identifier<T>` for lightweight, strongly-typed resource identifiers. - Replaced `BitSet` with `UnsafeBitSet` for improved performance and memory safety. - Refactored `Mesh` and `Material` into `MeshClass` and `MaterialClass` for better GPU resource handling. - Added `D3D12ResourceDatabase` to centralize GPU resource tracking and lifecycle management. - Updated `D3D12ShaderCompiler` to load shaders from disk and dynamically populate constant buffers and textures. - Enhanced `ICommandBuffer` with new upload operations for buffers and textures. - Refactored `Vertex` struct for simplified memory layout and better performance. - Updated `MeshBuilder` and rendering logic to align with new resource and shader structures. - Added `BindlessDescriptor` support to `TextureHandle` and `BufferHandle`. - Removed unused classes and performed general cleanup. - Updated unit tests and demos to reflect the new architecture.
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@@ -4,40 +4,26 @@ namespace Ghost.Graphics.RHI;
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public interface IResourceAllocator
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{
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/// <summary>
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/// Creates a render target for off-screen rendering
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/// </summary>
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/// <param name="desc">Render target description</param>
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/// <returns>A new render target instance</returns>
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public IRenderTarget CreateRenderTarget(ref readonly RenderTargetDesc desc, bool tempResource = false);
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/// <summary>
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/// Creates a texture resource
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/// </summary>
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/// <param name="desc">Texture description</param>
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/// <returns>A new texture handle point to the resource</returns>
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public TextureHandle CreateTextureHandle(ref readonly TextureDesc desc, bool tempResource = false);
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public TextureHandle CreateTexture(ref readonly TextureDesc desc, bool tempResource = false);
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/// <summary>
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/// Creates a texture resource
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/// Creates a render target for off-screen rendering
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/// </summary>
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/// <param name="desc">Texture description</param>
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/// <returns>A new texture instance</returns>
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public ITexture CreateTexture(ref readonly TextureDesc desc, bool tempResource = false);
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/// <param name="desc">Render target description</param>
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/// <returns>A new render target instance</returns>
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public TextureHandle CreateRenderTarget(ref readonly RenderTargetDesc desc, bool tempResource = false);
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/// <summary>
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/// Creates a buffer resource
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/// </summary>
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/// <param name="desc">Buffer description</param>
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/// <returns>A new buffer handle point to the resource</returns>
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public BufferHandle CreateBufferHandle(ref readonly BufferDesc desc, bool tempResource = false);
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/// <summary>
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/// Creates a buffer resource
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/// </summary>
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/// <param name="desc">Buffer description</param>
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/// <returns>A new buffer instance</returns>
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public IBuffer CreateBuffer(ref readonly BufferDesc desc, bool tempResource = false);
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public BufferHandle CreateBuffer(ref readonly BufferDesc desc, bool tempResource = false);
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/// <summary>
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/// Release a resource given its handle
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