Refactor core systems and improve resource management

- Updated dependencies, including `Misaki.HighPerformance` and `TerraFX.Interop`.
- Refactored `Result` struct for better error handling and chaining.
- Removed `Ptr<T>` struct as it was no longer necessary.
- Enhanced `Win32Utility` with `Attach` and `Dispose` methods.
- Improved `ProjectService` and `AppStateMachine` with `Result` integration.
- Refactored `IShaderCompiler` to support SPIR-V cross-compilation and pass-level compilation.
- Standardized Direct3D12 resource management with `UniquePtr` and added `D3D12Object` base class.
- Improved shader reflection validation and pipeline creation in `D3D12PipelineLibrary`.
- Updated `SDLCompiler` for better error handling during shader generation.
- Enhanced logging, debugging, and code readability across the codebase.
- Performed general code cleanup, including unused namespace removal and naming consistency.
This commit is contained in:
2025-11-23 15:02:37 +09:00
parent 5c4e1a3350
commit dfe786a2aa
46 changed files with 1193 additions and 733 deletions

View File

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using Ghost.Core;
using Ghost.Core.Graphics;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.LowLevel.Collections;
namespace Ghost.Graphics.Contracts;
public struct CompileResult : IDisposable
{
public UnsafeArray<byte> bytecode;
public ShaderReflectionData reflectionData;
public readonly bool IsCreated => bytecode.IsCreated;
public void Dispose()
{
bytecode.Dispose();
}
}
public struct GraphicsCompiledResult : IDisposable
{
public CompileResult tsResult;
public CompileResult msResult;
public CompileResult psResult;
public void Dispose()
{
tsResult.Dispose();
msResult.Dispose();
psResult.Dispose();
}
}
public ref struct CompilerConfig
{
public ReadOnlySpan<string> defines;
public string? include;
public string shaderPath;
public string entryPoint;
public ShaderStage stage;
public CompilerTier tier;
public CompilerOptimizeLevel optimizeLevel;
public CompilerOption options;
}
public enum CompilerTier
{
Tier0,
Tier1,
Tier2
}
public enum CompilerOptimizeLevel
{
O0,
O1,
O2,
O3
}
[Flags]
public enum CompilerOption
{
None = 0,
KeepDebugInfo = 1 << 0,
KeepReflections = 1 << 1,
WarnAsError = 1 << 2,
SpirvCrossCompile = 1 << 3
}
public enum ShaderStage
{
TaskShader,
MeshShader,
PixelShader,
ComputeShader
}
public enum ShaderInputType
{
ConstantBuffer,
Texture,
Sampler,
UAV,
StructuredBuffer,
ByteAddressBuffer,
RWStructuredBuffer,
RWByteAddressBuffer
}
public struct ResourceBindingInfo
{
public string Name
{
get; set;
}
public ShaderInputType Type
{
get; set;
}
public uint BindPoint
{
get; set;
}
public uint BindCount
{
get; set;
}
public uint Space
{
get; set;
}
public uint Size
{
get; set;
}
public IReadOnlyList<CBufferPropertyInfo>? Properties
{
get; set;
}
}
public readonly struct ShaderReflectionData
{
public List<ResourceBindingInfo> ResourcesBindings
{
get;
}
public ShaderReflectionData()
{
ResourcesBindings = new List<ResourceBindingInfo>();
}
}
public unsafe interface IShaderCompiler
{
Result<CompileResult> Compile(ref readonly CompilerConfig config, Allocator allocator);
Result<GraphicsCompiledResult> CompilePass(IPassDescriptor descriptor);
Result<GraphicsCompiledResult> LoadCompiledCache(ShaderPassKey key);
}