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.
This commit is contained in:
2025-11-26 01:48:24 +09:00
parent dfe786a2aa
commit 0720444c2c
40 changed files with 1008 additions and 903 deletions

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@@ -30,7 +30,7 @@ public struct QueryFilter : IDisposable
UnsafeBitSet absentMask = default;
var result = new UnsafeBitSet(world.EntityManager.EntityCount, allocator);
result.SetAll();
result.ClearAll();
using (AllocationManager.CreateStackScope())
{
@@ -83,7 +83,7 @@ public struct QueryFilter : IDisposable
if (absentMask.IsCreated)
{
result.And(~absentMask);
result.ANDC(absentMask);
}
}

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@@ -1,4 +1,4 @@
<#@ template language="C#" #>
<#@ template language="C#" #>
<#@ output extension=".cs" #>
<#@ assembly name="System.Core" #>
<#@ import namespace="System.Text" #>