Refactor resource management and enforce code formatting

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.
This commit is contained in:
2025-11-03 22:11:31 +09:00
parent a8d7cd8828
commit 017153aa02
11 changed files with 350 additions and 244 deletions

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@@ -1,6 +1,6 @@
using Ghost.Core.Attributes;
using Ghost.Core.Attributes;
using System.Runtime.CompilerServices;
[assembly: InternalsVisibleTo("Ghost.Graphics")]
[assembly: EngineAssembly]
[assembly: EngineAssembly]

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@@ -1,4 +1,4 @@
namespace Ghost.Core;
namespace Ghost.Core;
public interface IHandleType;
public interface IIdentifierType;

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@@ -1,4 +1,4 @@
using System.Collections.ObjectModel;
using System.Collections.ObjectModel;
namespace Ghost.Core;
@@ -166,4 +166,4 @@ public static class Logger
{
s_logger.Clear();
}
}
}

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@@ -1,4 +1,4 @@
namespace Ghost.Core;
namespace Ghost.Core;
public readonly struct Result
{

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@@ -1,4 +1,4 @@
using System.Runtime.CompilerServices;
using System.Runtime.CompilerServices;
namespace Ghost.Core;