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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@@ -141,7 +141,7 @@ public readonly struct ShaderReflectionData
}
}
public unsafe interface IShaderCompiler
public interface IShaderCompiler : IDisposable
{
Result<CompileResult> Compile(ref readonly CompilerConfig config, Allocator allocator);
Result<GraphicsCompiledResult> CompilePass(IPassDescriptor descriptor);

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@@ -1,8 +1,8 @@
using System.Runtime.InteropServices;
using TerraFX.Interop.Windows;
namespace Ghost.Graphics.Contracts;
[System.Diagnostics.CodeAnalysis.SuppressMessage("Interoperability", "CA1416:Validate platform compatibility", Justification = "<Pending>")]
public unsafe readonly struct ISwapChainPanelNative : ISwapChainPanelNative.Interface, IDisposable
{
[ComImport]