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

@@ -1,5 +1,16 @@
namespace Ghost.Graphics.RHI;
[Flags]
public enum FeatureSupport
{
None = 0,
RayTracing = 1 << 0,
VariableRateShading = 1 << 1,
MeshShaders = 1 << 2,
SamplerFeedback = 1 << 3,
BindlessResources = 1 << 4,
}
/// <summary>
/// D3D12-native render device interface for creating graphics resources
/// </summary>
@@ -28,4 +39,6 @@ public interface IRenderDevice : IDisposable
{
get;
}
public FeatureSupport GetFeatureSupport();
}