forked from Misaki/GhostEngine
Refactor and enhance rendering pipeline
- Added new C# formatting rules in .editorconfig. - Introduced `IKeyType`, `Key<T>`, and `Ptr<T>` structs. - Updated `Result` and `Result<T>` for implicit conversions. - Added AOT compatibility to project files. - Introduced a `Camera` class and refactored namespaces. - Enhanced rendering with bindless support and pipeline state management. - Refactored `D3D12CommandBuffer` for new rendering features. - Improved `D3D12PipelineLibrary` with disk caching methods. - Added support for UAVs and raw buffers in `D3D12ResourceAllocator`. - Improved shader compilation and reflection in `D3D12ShaderCompiler`. - Refactored descriptor heap and swap chain initialization. - Added enums and structs for rendering configurations. - Expanded `ICommandBuffer` and `IPipelineLibrary` interfaces. - Updated `MeshRenderPass` to align with the new pipeline. - Consolidated namespaces and improved code maintainability.
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@@ -2,6 +2,7 @@
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public interface IHandleType;
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public interface IIdentifierType;
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public interface IKeyType;
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public readonly struct Handle<T>
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where T : IHandleType
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@@ -93,4 +94,49 @@ public readonly struct Identifier<T>
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{
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return !a.Equals(b);
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}
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}
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}
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public readonly struct Key<T>
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where T : IKeyType
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{
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public readonly ulong value;
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public Key(ulong value)
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{
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this.value = value;
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}
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public static Key<T> Invalid => new(0);
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public bool IsValid => this != Invalid;
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public readonly override int GetHashCode()
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{
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return value.GetHashCode();
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}
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public readonly override bool Equals(object? obj)
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{
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return obj is Key<T> id && Equals(id);
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}
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public readonly bool Equals(Key<T> other)
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{
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return value == other.value;
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}
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public readonly int CompareTo(Key<T> other)
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{
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return value.CompareTo(other.value);
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}
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public static bool operator ==(Key<T> a, Key<T> b)
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{
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return a.Equals(b);
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}
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public static bool operator !=(Key<T> a, Key<T> b)
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{
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return !a.Equals(b);
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}
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}
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