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

@@ -27,7 +27,7 @@ internal class IncludesBlock : IBlockParser<List<Token>, List<string>>
return includes;
}
public static List<string>? SemanticAnalysis(List<Token>? syntax, List<ShaderError> errors)
public static List<string>? SemanticAnalysis(List<Token>? syntax, List<SDLError> errors)
{
if (syntax == null || syntax.Count == 0)
{
@@ -44,7 +44,7 @@ internal class IncludesBlock : IBlockParser<List<Token>, List<string>>
}
else
{
errors.Add(new ShaderError
errors.Add(new SDLError
{
message = $"Included file '{path}' not found.",
line = includeToken.line,