Commit Graph

12 Commits

Author SHA1 Message Date
0ec318a9ab Add sampler support and refactor resource handling
Enhanced shader and resource systems with `Sampler` support, including updates to `ShaderPropertyType`, HLSL code, and resource management. Refactored `Result` structs for better type safety and added new enums for texture and comparison settings. Improved `MeshRenderPass` to dynamically load textures and samplers. Updated SDL compiler and token lexicon for `Sampler` handling. Embedded debug info in project files and streamlined resource state tracking.
2025-11-29 18:27:47 +09:00
bd97d233cb Refactor and optimize rendering pipeline
- Added `<IsTrimmable>` property in project files for trimming.
- Replaced bindless texture types with non-bindless equivalents.
- Refactored `ShaderDescriptor` and `ShaderPass` for better modularity.
- Introduced `ShaderDescriptorExtensions` for property size calculations.
- Simplified constant buffer handling in `Material.cs`.
- Improved resource management in `D3D12` components.
- Added support for static meshes and optimized resource barriers.
- Refactored shader code generation and property merging in `SDLCompiler`.
- Removed unused or redundant code (e.g., `IncludesBlock` parser).
- Updated comments, documentation, and error handling for clarity.
2025-11-28 18:58:50 +09:00
0720444c2c Refactor and enhance resource management and rendering
Updated multiple components to improve encapsulation, maintainability, and performance. Key changes include:

- Upgraded package dependencies in project files.
- Refactored `Mesh` and `RenderingContext` to use properties and added support for per-object constant buffers.
- Improved resource management in `D3D12CommandBuffer`, `D3D12CommandQueue`, and `D3D12ResourceAllocator` with better encapsulation and disposal handling.
- Added validation for constant buffer sizes in `D3D12PipelineLibrary`.
- Simplified `MeshBuilder` methods to accept allocators and removed hardcoded values.
- Enhanced debugging with `GPUResourceLeakException` and resource tracking updates.
- Updated shaders and rendering logic for testing, including hardcoded triangle rendering.
- Removed redundant base classes and interfaces for cleaner code structure.
2025-11-26 01:48:24 +09:00
dfe786a2aa 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.
2025-11-23 15:02:37 +09:00
fb003da26a Updated D3D12Renderer for testing. 2025-11-11 16:10:17 +09:00
2612e19d35 Re-encoding all files with utf-8; 2025-11-04 13:31:21 +09:00
a8d7cd8828 Refactor and enhance rendering pipeline
- Added new C# formatting rules in .editorconfig.
- Introduced `IKeyType`, `Key<T>`, and `Ptr<T>` structs.
- Updated `Result` and `Result<T>` for implicit conversions.
- Added AOT compatibility to project files.
- Introduced a `Camera` class and refactored namespaces.
- Enhanced rendering with bindless support and pipeline state management.
- Refactored `D3D12CommandBuffer` for new rendering features.
- Improved `D3D12PipelineLibrary` with disk caching methods.
- Added support for UAVs and raw buffers in `D3D12ResourceAllocator`.
- Improved shader compilation and reflection in `D3D12ShaderCompiler`.
- Refactored descriptor heap and swap chain initialization.
- Added enums and structs for rendering configurations.
- Expanded `ICommandBuffer` and `IPipelineLibrary` interfaces.
- Updated `MeshRenderPass` to align with the new pipeline.
- Consolidated namespaces and improved code maintainability.
2025-11-01 22:30:08 +09:00
28c386b0bb Refactor D3D12 Resource Management
Refactored and renamed components related to D3D12 graphics programming, replacing "descriptor" with "viewGroup" to improve resource grouping and management. Updated `D3D12CommandBuffer`, `D3D12DescriptorAllocator`, and `D3D12PipelineLibrary` to reflect these changes. Simplified material and shader creation in `D3D12ResourceAllocator`. Enhanced `D3D12ResourceDatabase` with resource naming for debugging and improved management. Refactored `Shader` and `ShaderPass` to use modern C# features and `IResourceReleasable` interface. Introduced `D3D12Utility` for centralized utility methods. Updated `Material` class for efficient buffer creation. Renamed `ShaderCompiler` to `SDLCompiler` with improved error handling. Updated `MeshRenderPass` to use new shader compilation process. Various improvements in error handling, code readability, and utility methods.
2025-10-23 14:42:53 +09:00
d2d9f5feb7 Refactor and enhance codebase for maintainability
Refactored and reorganized the codebase to improve readability, performance, and maintainability. Introduced new interfaces and structs for better resource management, updated project configuration files, and refactored shader and graphics pipeline management. Improved error handling, code formatting, and removed unused code and namespaces. Updated DLL references and method signatures for consistency and maintainability.
2025-10-22 18:46:39 +09:00
01a850ff94 Refactoring Rendering backend 2025-10-05 16:26:37 +09:00
a39f377533 Refactor GPU resource management and rendering pipeline
- Introduced `Handle<T>` and `Identifier<T>` for lightweight, strongly-typed resource identifiers.
- Replaced `BitSet` with `UnsafeBitSet` for improved performance and memory safety.
- Refactored `Mesh` and `Material` into `MeshClass` and `MaterialClass` for better GPU resource handling.
- Added `D3D12ResourceDatabase` to centralize GPU resource tracking and lifecycle management.
- Updated `D3D12ShaderCompiler` to load shaders from disk and dynamically populate constant buffers and textures.
- Enhanced `ICommandBuffer` with new upload operations for buffers and textures.
- Refactored `Vertex` struct for simplified memory layout and better performance.
- Updated `MeshBuilder` and rendering logic to align with new resource and shader structures.
- Added `BindlessDescriptor` support to `TextureHandle` and `BufferHandle`.
- Removed unused classes and performed general cleanup.
- Updated unit tests and demos to reflect the new architecture.
2025-09-19 23:20:15 +09:00
6a504cefc8 Migrate rendering from oop to dod 2025-09-16 20:55:20 +09:00