Refactored error handling across the codebase by replacing exceptions with `Result`-based error handling for better robustness and consistency.
- Updated `ResultExtensions` to use `EqualityComparer` for comparisons.
- Enhanced `RenderingContext` with `GetValueOrThrow` for resource validation and added type constraints for texture methods.
- Introduced `CommandError` and `RecordError` in `D3D12CommandBuffer` for improved error tracking.
- Refactored `D3D12ResourceDatabase` to use `Result` objects for resource queries.
- Updated `ICommandBuffer` and `IResourceDatabase` interfaces to return `Result` objects.
- Improved type safety by replacing `int` with `uint` where appropriate.
- Simplified texture handling in `MeshRenderPass` with new `CreateTexture` logic.
- Cleaned up project files by removing unused and redundant entries.
These changes enhance code maintainability, improve error reporting, and ensure type safety throughout the project.
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.
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.
- 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.
- Added `generatedCodePath` to `FullPassDescriptor` for better shader code organization.
- Removed redundant `IID_PPV_ARGS` method and unused `Misaki.HighPerformance.Unsafe` reference.
- Refactored `Material` and `MaterialAccessor` to use `CBuffer` and updated buffer size handling.
- Renamed command buffer variables in `RenderingContext` for consistency.
- Updated `D3D12PipelineLibrary` to cache compiled shader results and added `ShaderPassKey`.
- Refactored `D3D12GraphicsEngine` to integrate `_copyCommandBuffer` lifecycle.
- Enhanced `D3D12ResourceAllocator` with shader pass creation using constant buffer info.
- Simplified `D3D12ShaderCompiler` with `GENERATED_CODE_PATH` support and improved reflection handling.
- Introduced `CBufferPropertyInfo` and `CBufferInfo` structs for better encapsulation.
- Updated HLSL shaders to use `g_PerMaterialData` and dynamic includes.
- Improved error handling in `SDLCompiler` with try-catch blocks and better messages.
- Refactored `test.gshader` to use dynamically generated includes.
- Fixed typos, improved code readability, and removed unused code.
Refactored `D3D12ResourceAllocator` to improve maintainability,
introducing new descriptor creation methods, utility functions,
and enhanced resource handling. Added thread safety and proper
disposal logic. Updated `.editorconfig` to enforce consistent
`using` directive sorting and increased max line length.
Revised `BufferUsage` enum in `Common.cs` to include new flags
and reorganized existing ones. Refactored `RenderTargetDesc`
conversion to an instance method. Adjusted `MeshRenderPass`
for consistency and added a parameter to `Execute`.
Minor formatting updates in `ShaderCode.hlsl` and cleanup of
unused directives in `D3D12Utility.cs`. Overall, these changes
enhance readability, maintainability, and functionality.
- 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.
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.
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.