forked from Misaki/GhostEngine
- 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.
28 lines
574 B
C#
28 lines
574 B
C#
using Misaki.HighPerformance.LowLevel.Buffer;
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using Misaki.HighPerformance.LowLevel.Collections;
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namespace Ghost.Graphics.Data;
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internal struct CBufferCache
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{
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public UnsafeArray<byte> CpuData
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{
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get;
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set;
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}
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public BufferHandle GpuResource
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{
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get;
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}
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private readonly uint _alignedSize;
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internal unsafe CBufferCache(BufferHandle buffer, uint bufferSize)
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{
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_alignedSize = (bufferSize + 255u) & ~255u;
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CpuData = new((int)_alignedSize, Allocator.Persistent);
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GpuResource = buffer;
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}
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} |