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

@@ -13,6 +13,7 @@ public interface IResourceReleasable
public interface IResourceDatabase
{
/*
/// <summary>
/// Imports an external unmanaged resource and returns a handle for use within the resource management system.
/// </summary>
@@ -20,8 +21,9 @@ public interface IResourceDatabase
/// <param name="resourcePtr">A pointer to the external unmanaged resource to be imported. Must remain valid for the duration of the resource's usage.</param>
/// <param name="initialState">The initial state to assign to the imported resource.</param>
/// <returns>A handle representing the imported resource, which can be used for subsequent operations.</returns>
unsafe Handle<GPUResource> ImportExternalResource<T>(T resourcePtr, ResourceState initialState)
unsafe Handle<GPUResource> ImportExternalResource<T>(T resourcePtr, ResourceState initialState, string? name = null)
where T : unmanaged;
*/
/// <summary>
/// Retrieves the current state of the specified resource.
@@ -51,6 +53,16 @@ public interface IResourceDatabase
/// <returns>The bindless index corresponding to the specified GPU resource handle. -1 if the resource does not support bindless access or is not found.</returns>
int GetBindlessIndex(Handle<GPUResource> handle);
/// <summary>
/// Retrieves the name of the GPU resource associated with the specified handle.
/// </summary>
/// <remarks>
/// You should only use this method in debug builds or inside engine editor.
/// </remarks>
/// <param name="handle">A handle to the GPU resource for which to obtain the name. Must reference a valid resource.</param>
/// <returns>The name of the GPU resource associated with the specified handle, or null if the resource does not have a name.</returns>
string? GetResourceName(Handle<GPUResource> handle);
/// <summary>
/// Removes a resource from the database using its handle.
/// </summary>
@@ -116,7 +128,7 @@ public interface IResourceDatabase
/// </summary>
/// <param name="shader">The shader to add. The shader is passed by read-only reference and will not be modified.</param>
/// <returns>The <see cref="Identifier{Shader}"/> representing the newly added shader.</returns>
Identifier<Shader> AddShader(ref readonly Shader shader);
Identifier<Shader> AddShader(Shader shader);
/// <summary>
/// Determines whether a shader with the specified identifier exists in the collection.
@@ -130,7 +142,7 @@ public interface IResourceDatabase
/// </summary>
/// <param name="id">The identifier of the shader to retrieve. Must refer to a valid shader.</param>
/// <returns>A reference to the shader corresponding to the specified identifier.</returns>
ref Shader GetShaderReference(Identifier<Shader> id);
Shader GetShaderReference(Identifier<Shader> id);
/// <summary>
/// Releases the shader associated with the specified identifier, freeing any resources allocated to it.