forked from Misaki/GhostEngine
Refactor graphics engine dependencies and structure
Removed references to `Misaki.HighPerformance.Unsafe` and replaced them with `Misaki.HighPerformance.LowLevel` in multiple files. Removed calls to `AllocationManager.Initialize()` and `AllocationManager.Dispose()` in `EngineCore.cs`. Added new methods to the `ICommandBuffer` interface for enhanced rendering capabilities. Updated the `D3D12CommandBuffer` class to implement new graphics command handling methods. Added the `Material` class to manage shader properties and caching for improved performance. Encapsulated shader compilation and reflection processes within the `Shader` class for better organization. Added the `CBufferCache` struct to optimize GPU resource management for constant buffer data. Updated the `MeshRenderPass` class to utilize the new `Material` class for dynamic mesh rendering. Updated various project files to reflect the restructuring of dependencies. Modified XAML files and code-behind for improved readability and maintainability.
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@@ -224,7 +224,7 @@ internal unsafe class D3D12Renderer : IRenderer
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ref var frameResource = ref _frameResources[i];
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if (frameResource.backBuffer.Get() is not null)
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{
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frameResource.backBuffer.Dispose();
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var c = frameResource.backBuffer.Reset();
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_rtvHeap.ReleaseDescriptor(frameResource.backBufferDescriptorIndexes);
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}
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