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.
This commit is contained in:
2025-11-01 22:30:08 +09:00
parent 9dc4f63e40
commit a8d7cd8828
41 changed files with 974 additions and 491 deletions

View File

@@ -2,7 +2,6 @@ using Ghost.Core;
using Ghost.Core.Utilities;
using Ghost.Graphics.Contracts;
using Ghost.Graphics.D3D12.Utilities;
using Ghost.Graphics.Data;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
@@ -12,6 +11,8 @@ using TerraFX.Interop.Windows;
using static TerraFX.Aliases.DXGI_Alias;
using Ghost.Graphics.Core;
namespace Ghost.Graphics.D3D12;
/// <summary>
@@ -105,10 +106,10 @@ internal unsafe class D3D12SwapChain : ISwapChain
throw new ArgumentException("Unsupported swap chain target type.");
}
if (tempSwapChain.Get()->QueryInterface(__uuidof<IDXGISwapChain4>(), _swapChain.GetVoidAddressOf()).FAILED)
{
throw new InvalidOperationException("Failed to create IDXGISwapChain4 interface.");
}
IDXGISwapChain4* pSwapChain = default;
tempSwapChain.Get()->QueryInterface(__uuidof(pSwapChain), (void**)&pSwapChain);
_swapChain.Attach(pSwapChain);
}
private void CreateBackBuffers()
@@ -116,10 +117,10 @@ internal unsafe class D3D12SwapChain : ISwapChain
for (uint i = 0; i < BufferCount; i++)
{
ComPtr<ID3D12Resource> backBuffer = default;
_swapChain.Get()->GetBuffer(i, __uuidof<ID3D12Resource>(), backBuffer.GetVoidAddressOf());
_swapChain.Get()->GetBuffer(i, backBuffer.IID(), backBuffer.PPV());
backBuffer.Get()->SetName($"SwapChain_BackBuffer_{i}");
_backBuffers[i] = _resourceDatabase.ImportExternalResource(backBuffer.Move(), ResourceState.Present).AsTexture();
_backBuffers[i] = _resourceDatabase.ImportExternalResource(backBuffer, ResourceState.Present).AsTexture();
}
}
@@ -182,4 +183,4 @@ internal unsafe class D3D12SwapChain : ISwapChain
_backBuffers.Dispose();
_disposed = true;
}
}
}