forked from Misaki/GhostEngine
Update rendering architecture and resource management
Added a new `Ref<T>` struct for reference semantics. Added the `RenderGraph` system for managing rendering passes. Added the `RenderTexture` class for encapsulating GPU resources. Added `GraphicsBuffer` class for effective GPU resource management. Changed `CommandList` methods from public to internal for visibility control. Changed `IRenderPass` interface from internal to public for accessibility. Changed `GetData<T>()` in `ComponentObject.cs` to return `CompRef<T>`. Changed `GetComponent<T>()` in `EntityManager.cs` to return `CompRef<T>`. Changed `GetSingleton<T>()` in `World.cs` to use `CompRef<T>`. Changed `IQueryTypeParameter` to use `CompRef<T>` for consistency. Changed `QueryItem<T0>` and related structs to use `CompRef<T>`. Changed `Material` class to support bindless textures. Changed `Shader` class to support bindless rendering. Changed `Mesh` class to support bindless vertex and index buffer access. Updated documentation to reflect the new bindless rendering architecture.
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@@ -50,7 +50,7 @@ internal unsafe struct DescriptorHeapAllocator : IDisposable
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public readonly ConstPtr<ID3D12DescriptorHeap> Heap => new(_heap.Get());
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public readonly ConstPtr<ID3D12DescriptorHeap> ShaderVisibleHeap => new(_shaderVisibleHeap.Get());
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public DescriptorHeapAllocator(ConstPtr<ID3D12Device14> device, DescriptorHeapType type, uint numDescriptors)
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public DescriptorHeapAllocator(string name, ConstPtr<ID3D12Device14> device, DescriptorHeapType type, uint numDescriptors)
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{
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_device = device;
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HeapType = type;
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@@ -60,6 +60,12 @@ internal unsafe struct DescriptorHeapAllocator : IDisposable
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var success = AllocateResources(numDescriptors);
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Debug.Assert(success);
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_heap.Get()->SetName(name);
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if (ShaderVisible)
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{
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_shaderVisibleHeap.Get()->SetName($"{name} Shader Visible");
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}
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}
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public DescriptorIndex AllocateDescriptor() => AllocateDescriptors(1);
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