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:
@@ -1,3 +1,5 @@
|
||||
using Ghost.Core;
|
||||
|
||||
namespace Ghost.Graphics.RHI;
|
||||
|
||||
[Flags]
|
||||
|
||||
Reference in New Issue
Block a user