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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@@ -30,7 +30,7 @@ public struct QueryFilter : IDisposable
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UnsafeBitSet absentMask = default;
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var result = new UnsafeBitSet(world.EntityManager.EntityCount, allocator);
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result.SetAll();
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result.ClearAll();
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using (AllocationManager.CreateStackScope())
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{
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@@ -83,7 +83,7 @@ public struct QueryFilter : IDisposable
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if (absentMask.IsCreated)
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{
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result.And(~absentMask);
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result.ANDC(absentMask);
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}
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}
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File diff suppressed because it is too large
Load Diff
@@ -1,4 +1,4 @@
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<#@ template language="C#" #>
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<#@ template language="C#" #>
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<#@ output extension=".cs" #>
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<#@ assembly name="System.Core" #>
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<#@ import namespace="System.Text" #>
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