feat(resource): refactor heap management & suballocation

Major overhaul of GPU resource/heap management:
- Replace resource pooling and upload buffer logic with transient heap/page-based suballocation in ResourceManager.
- Add support for suballocation and heap flags/types, with D3D12 helpers.
- Remove ICommandBuffer.UploadBuffer/UploadTexture; add UpdateSubResources and CopyBuffer, move upload logic to RenderingContext.
- Refactor D3D12ResourceAllocator/Database for suballocation, heap flags, and mapping.
- Standardize on Handle<GPUBuffer> usage.
- Update meshlet/mesh utilities for new allocation handles and memory pools.
- Refactor RenderGraph and docs to use "heap" terminology.
- Use cpuFrame/gpuFrame consistently for frame sync.
- Add s2h.hlsl, s2h_3d.hlsl, s2h_scatter.hlsl shader debug libs.
- Miscellaneous fixes, cleanup, and dependency updates.

BREAKING CHANGE: Resource pooling and upload APIs replaced with new heap/page-based suballocation system. Update all buffer/texture creation and upload code to use new ResourceManager and ICommandBuffer methods.
This commit is contained in:
2026-04-03 01:48:49 +09:00
parent d03eb659fa
commit 6321b36ef5
47 changed files with 2552 additions and 526 deletions

View File

@@ -209,7 +209,7 @@ public class ShaderVisitor : GhostShaderParserBaseVisitor<object>
if (stop >= start)
{
var input = context.Start.InputStream;
hlsl.Code = input.GetText(new Antlr4.Runtime.Misc.Interval(start, stop));
hlsl.Code = input.GetText(new Interval(start, stop));
}
return hlsl;