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

@@ -1,4 +1,5 @@
using Misaki.HighPerformance.Utilities;
using Ghost.Graphics.D3D12.Utilities;
using Misaki.HighPerformance.Utilities;
using System.IO.Hashing;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
@@ -74,7 +75,7 @@ internal struct GraphicsPipelineHash
data[1] = rtvCount;
data[2] = (ulong)dsvFormat;
for (int i = 0; i < 8; i++)
for (var i = 0; i < 8; i++)
{
data[3 + i] = (ulong)rtvFormats[i];
}
@@ -425,18 +426,88 @@ public struct BufferDesc
}
}
public static class TextureDimensionExtension
/// <summary>
/// Swap chain description
/// </summary>
public struct SwapChainDesc
{
public static TextureDimension ToTextureDimension(this D3D12_RESOURCE_DIMENSION dimension)
/// <summary>
/// Width of the swap chain
/// </summary>
public uint width;
/// <summary>
/// Height of the swap chain
/// </summary>
public uint height;
/// <summary>
/// Back buffer format
/// </summary>
public TextureFormat format;
/// <summary>
/// Target for presentation (window handle or composition target)
/// </summary>
public SwapChainTarget target;
public SwapChainDesc(uint width, uint height, SwapChainTarget target, TextureFormat format = TextureFormat.B8G8R8A8_UNorm, uint bufferCount = 2)
{
return dimension switch
this.width = width;
this.height = height;
this.format = format;
this.target = target;
}
}
/// <summary>
/// Swap chain target (window handle or composition surface)
/// </summary>
public struct SwapChainTarget
{
/// <summary>
/// Target type
/// </summary>
public SwapChainTargetType type;
/// <summary>
/// Window handle for HWND targets
/// </summary>
public nint windowHandle;
/// <summary>
/// Composition surface for UWP/WinUI targets
/// </summary>
public object? compositionSurface;
public static SwapChainTarget FromWindowHandle(nint hwnd)
{
return new SwapChainTarget
{
D3D12_RESOURCE_DIMENSION.D3D12_RESOURCE_DIMENSION_TEXTURE1D => TextureDimension.Texture2D,
D3D12_RESOURCE_DIMENSION.D3D12_RESOURCE_DIMENSION_TEXTURE2D => TextureDimension.Texture2D,
D3D12_RESOURCE_DIMENSION.D3D12_RESOURCE_DIMENSION_TEXTURE3D => TextureDimension.Texture3D,
_ => TextureDimension.Unknown,
type = SwapChainTargetType.WindowHandle,
windowHandle = hwnd,
compositionSurface = null
};
}
public static SwapChainTarget FromCompositionSurface(object surface)
{
return new SwapChainTarget
{
type = SwapChainTargetType.Composition,
windowHandle = nint.Zero,
compositionSurface = surface
};
}
}
/// <summary>
/// Swap chain target types
/// </summary>
public enum SwapChainTargetType
{
WindowHandle,
Composition
}