Refactor D3D12 Resource Management

Refactored and renamed components related to D3D12 graphics programming, replacing "descriptor" with "viewGroup" to improve resource grouping and management. Updated `D3D12CommandBuffer`, `D3D12DescriptorAllocator`, and `D3D12PipelineLibrary` to reflect these changes. Simplified material and shader creation in `D3D12ResourceAllocator`. Enhanced `D3D12ResourceDatabase` with resource naming for debugging and improved management. Refactored `Shader` and `ShaderPass` to use modern C# features and `IResourceReleasable` interface. Introduced `D3D12Utility` for centralized utility methods. Updated `Material` class for efficient buffer creation. Renamed `ShaderCompiler` to `SDLCompiler` with improved error handling. Updated `MeshRenderPass` to use new shader compilation process. Various improvements in error handling, code readability, and utility methods.
This commit is contained in:
2025-10-23 14:42:53 +09:00
parent d2d9f5feb7
commit 28c386b0bb
28 changed files with 393 additions and 306 deletions

View File

@@ -91,7 +91,7 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary, IDisposable
{
_defaultRootSignature = default;
// NOTE: Since we are targeting SM 6.6, we can use ResourceDescriptorHeap and SamplerDescriptorHeap directly without needing to set up descriptor tables.
// NOTE: Since we are targeting SM 6.6, we can use ResourceDescriptorHeap and SamplerDescriptorHeap directly without needing to set up viewGroup tables.
var rootParameters = stackalloc D3D12_ROOT_PARAMETER1[_ROOT_PARAM_COUNT];
rootParameters[0] = new D3D12_ROOT_PARAMETER1
{
@@ -325,7 +325,7 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary, IDisposable
SampleMask = UINT32_MAX,
SampleDesc = new DXGI_SAMPLE_DESC(1, 0),
NumRenderTargets = rtvCount,
DSVFormat = dsv.ToD3D12Format(),
DSVFormat = dsv.ToDXGIFormat(),
DepthStencilState = BuildDepthStencil(in pipelineDescriptor),
NodeMask = 0,
Flags = D3D12_PIPELINE_STATE_FLAG_NONE,
@@ -362,7 +362,7 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary, IDisposable
for (var i = 0; i < rtvCount && i < 6; i++)
{
desc.RTVFormats[i] = rtvs[i].ToD3D12Format();
desc.RTVFormats[i] = rtvs[i].ToDXGIFormat();
desc.BlendState.RenderTarget[i].RenderTargetWriteMask = (byte)(pipelineDescriptor.colorMask & 0x0F);
hash.rtvFormats[i] = rtvs[i];
}