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.
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@@ -64,17 +64,11 @@ internal static unsafe partial class Win32Utility
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if (ptr != null)
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{
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uPtr = default;
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MemoryLeakException.ThrowIfRefCountNonZero(ptr->Release());
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ptr->Release();
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//MemoryLeakException.ThrowIfRefCountNonZero(ptr->Release());
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}
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}
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[Conditional("DEBUG")]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static void Assert(this HRESULT hr)
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{
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Debug.Assert(hr.SUCCEEDED, hr.ToString());
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static Result ToResult(this HRESULT hr, [CallerArgumentExpression(nameof(hr))] string? op = null)
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{
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