forked from Misaki/GhostEngine
Refactor: add command allocator & render target strategies
Major refactor of graphics infrastructure: - Introduce ICommandAllocator and D3D12CommandAllocator for explicit command buffer management. - Change ICommandBuffer.Begin to require an allocator. - Add IRenderTargetStrategy abstraction with swap chain and texture implementations. - Update IRenderer to use RenderTargetStrategy instead of direct handle. - Add DPI scaling support to swap chains (ScaleX/ScaleY, SetScale). - RenderSystem now supports thread-safe swap chain resize requests. - Remove persistent copy command buffer; use per-frame allocators. - Make Logger public/static and clean up API visibility. - Update .editorconfig and debug layer enablement. These changes improve modularity, DPI-awareness, and future extensibility.
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@@ -104,7 +104,6 @@ internal class D3D12ResourceDatabase : IResourceDatabase
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private readonly DynamicArray<Shader?> _shaders; // NOTE: We use a simple list since shader is not frequently added/removed. This can save 4 bytes for each ecs component.
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private readonly Dictionary<ShaderPassKey, ShaderPass> _shaderPasses; // NOTE: The reason we use Dictionary here is that ShaderPassKey is a presistence identifier across multiple application sessions.
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private int _lastSamplerId;
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private bool _disposed;
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public D3D12ResourceDatabase(D3D12DescriptorAllocator descriptorAllocator)
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@@ -120,8 +119,6 @@ internal class D3D12ResourceDatabase : IResourceDatabase
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_materials = new UnsafeSlotMap<Material>(16, Allocator.Persistent, AllocationOption.Clear);
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_shaders = new DynamicArray<Shader?>(16);
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_shaderPasses = new Dictionary<ShaderPassKey, ShaderPass>(16);
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_lastSamplerId = -1;
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}
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~D3D12ResourceDatabase()
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