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.
This commit is contained in:
2025-09-19 23:20:15 +09:00
parent 6a504cefc8
commit a39f377533
39 changed files with 1669 additions and 826 deletions

View File

@@ -100,9 +100,9 @@ float4 PSMain(PixelInput input) : SV_TARGET
";
// High-level bindless objects
private Mesh? _mesh;
private MeshClass? _mesh;
private Shader? _shader;
private Material? _material;
private MaterialClass? _material;
private Texture2D[]? _textures;
// Texture file paths for this demo
@@ -118,7 +118,7 @@ float4 PSMain(PixelInput input) : SV_TARGET
_mesh = MeshBuilder.CreateCube(0.75f);
_mesh.UploadMeshData();
_shader = new Shader(_HLSL_SOURCE);
_shader = new ShaderData(_HLSL_SOURCE);
_material = new Material(_shader);
_textures = new Texture2D[_textureFiles.Length];