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.
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@@ -1,4 +1,5 @@
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using Ghost.Core;
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using Ghost.Core.Graphics;
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using Ghost.Graphics.Data;
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using Misaki.HighPerformance.LowLevel.Collections;
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@@ -46,7 +47,8 @@ public interface IResourceAllocator
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/// Creates a new shader and returns its unique identifier.
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/// </summary>
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/// <returns>An <see cref="Identifier{Shader}"/> representing the newly created shader.</returns>
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public Identifier<Shader> CreateShader();
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/// <param name="descriptor">The viewGroup containing the shader's properties and passes.</param>
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public Identifier<Shader> CreateShader(ShaderDescriptor descriptor);
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/// <summary>
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/// Release a resource given its handle
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