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.
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@@ -13,7 +13,7 @@ namespace Ghost.Editor.Properties {
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/// <summary>
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/// A strongly-typed resource class, for looking up localized strings, etc.
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/// A strongly-typed heap class, for looking up localized strings, etc.
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/// </summary>
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// This class was auto-generated by the StronglyTypedResourceBuilder
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// class via a tool like ResGen or Visual Studio.
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@@ -48,7 +48,7 @@ namespace Ghost.Editor.Properties {
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/// <summary>
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/// Overrides the current thread's CurrentUICulture property for all
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/// resource lookups using this strongly typed resource class.
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/// heap lookups using this strongly typed heap class.
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/// </summary>
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[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
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internal static global::System.Globalization.CultureInfo Culture {
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