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

View File

@@ -105,7 +105,7 @@ internal unsafe class D3D12GraphicsEngine : IGraphicsEngine
public ISwapChain CreateSwapChain(SwapChainDesc desc)
{
ThrowIfDisposed();
return new D3D12SwapChain(_resourceDatabase, _device.DXGIFactory, ((D3D12CommandQueue)_device.GraphicsQueue).NativeQueue, desc);
return new D3D12SwapChain(_resourceDatabase, _descriptorAllocator, _device, desc);
}
public void BeginFrame()
@@ -152,6 +152,7 @@ internal unsafe class D3D12GraphicsEngine : IGraphicsEngine
_resourceDatabase.Dispose();
_descriptorAllocator.Dispose();
_shaderCompiler.Dispose();
_device.Dispose();
#if DEBUG
_debugLayer.Dispose();