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

@@ -1,3 +1,5 @@
using Ghost.Core.Utilities;
using Misaki.HighPerformance.LowLevel;
using TerraFX.Interop.DirectX;
using TerraFX.Interop.Windows;
@@ -7,9 +9,9 @@ namespace Ghost.Graphics.D3D12;
internal unsafe class D3D12DebugLayer
{
private readonly ComPtr<ID3D12Debug6> _d3d12Debug;
private readonly ComPtr<IDXGIDebug1> _dxgiDebug;
private readonly ComPtr<IDXGIInfoQueue> _dxgiInfoQueue;
private UniquePtr<ID3D12Debug6> _d3d12Debug;
private UniquePtr<IDXGIDebug1> _dxgiDebug;
private UniquePtr<IDXGIInfoQueue> _dxgiInfoQueue;
public D3D12DebugLayer()
{