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

@@ -1,5 +1,5 @@
using Ghost.Core;
using Ghost.Graphics.Data;
using Ghost.Graphics.Core;
namespace Ghost.Graphics.RHI;
@@ -150,8 +150,6 @@ public interface IResourceDatabase
/// <param name="id">The identifier of the shader to release. Must refer to a valid, previously created shader.</param>
void ReleaseShader(Identifier<Shader> id);
// TODO: Use xxhash3 to generate passKey from string id.
/// <summary>
/// Adds a shader pass to the collection using the specified identifier.
/// </summary>