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

@@ -115,7 +115,7 @@ internal sealed partial class DxcShaderCompiler
}
}
internal sealed unsafe partial class DxcShaderCompiler : IShaderCompiler, IDisposable
internal sealed unsafe partial class DxcShaderCompiler : IShaderCompiler
{
private UniquePtr<IDxcCompiler3> _compiler;
private UniquePtr<IDxcUtils> _utils;

View File

@@ -10,12 +10,12 @@ public unsafe static class MeshBuilder
/// <summary>
/// Creates a unit cube centered at the origin with size 1.
/// </summary>
public static void CreateCube(float size, Color128 color, out UnsafeList<Vertex> vertices, out UnsafeList<uint> indices)
public static void CreateCube(float size, Color128 color, Allocator allocator, out UnsafeList<Vertex> vertices, out UnsafeList<uint> indices)
{
var half = size * 0.5f;
vertices = new UnsafeList<Vertex>(24, Allocator.Persistent);
indices = new UnsafeList<uint>(36, Allocator.Persistent);
vertices = new UnsafeList<Vertex>(24, allocator);
indices = new UnsafeList<uint>(36, allocator);
var corners = new float4[]
{
@@ -71,13 +71,13 @@ public unsafe static class MeshBuilder
/// <summary>
/// Creates a plane on the XZ axis centered at the origin.
/// </summary>
public static void CreatePlane(float width, float depth, Color128 color, out UnsafeList<Vertex> vertices, out UnsafeList<uint> indices)
public static void CreatePlane(float width, float depth, Color128 color, Allocator allocator, out UnsafeList<Vertex> vertices, out UnsafeList<uint> indices)
{
var hw = width * 0.5f;
var hd = depth * 0.5f;
vertices = new UnsafeList<Vertex>(4, Allocator.Persistent);
indices = new UnsafeList<uint>(6, Allocator.Persistent);
vertices = new UnsafeList<Vertex>(4, allocator);
indices = new UnsafeList<uint>(6, allocator);
vertices.Add(new Vertex()
{
@@ -129,10 +129,10 @@ public unsafe static class MeshBuilder
/// <summary>
/// Creates a UV sphere centered at the origin.
/// </summary>
public static void CreateSphere(int latitudeSegments, int longitudeSegments, float radius, Color128 color, out UnsafeList<Vertex> vertices, out UnsafeList<uint> indices)
public static void CreateSphere(int latitudeSegments, int longitudeSegments, float radius, Color128 color, Allocator allocator, out UnsafeList<Vertex> vertices, out UnsafeList<uint> indices)
{
vertices = new UnsafeList<Vertex>((latitudeSegments + 1) * (longitudeSegments + 1), Allocator.Persistent);
indices = new UnsafeList<uint>(latitudeSegments * longitudeSegments * 6, Allocator.Persistent);
vertices = new UnsafeList<Vertex>((latitudeSegments + 1) * (longitudeSegments + 1), allocator);
indices = new UnsafeList<uint>(latitudeSegments * longitudeSegments * 6, allocator);
// Vertices
for (var lat = 0; lat <= latitudeSegments; lat++)