Refactor descriptor handling and shader compilation

Refactored descriptor allocation and release logic by introducing `IDescriptorAllocator` and replacing `DescriptorHeapAllocator` with `D3D12DescriptorHeap`. Updated descriptor structs to include validation properties and improved memory management with `ReadOnlySpan`.

Enhanced shader compilation by introducing `ShaderStage` and `CompilerVersion` enums, enabling more flexible and maintainable shader handling.

Refactored `Mesh` to use `IBuffer` for vertex and index buffers, added bindless descriptor support, and improved resource cleanup.

Updated `RenderSystem` and other components for better initialization, error handling, and disposal logic. General improvements to code readability and maintainability.
This commit is contained in:
2025-09-13 20:07:29 +09:00
parent 1dfed83e38
commit 74bb2ccda5
23 changed files with 561 additions and 403 deletions

View File

@@ -9,16 +9,16 @@ internal unsafe class D3D12GraphicsEngine : IGraphicsEngine
#endif
private readonly D3D12RenderDevice _device;
private readonly D3D12PipelineStateController _stateController;
private readonly D3D12DescriptorAllocator _descriptorAllocator;
private readonly D3D12ResourceAllocator _resourceAllocator;
private readonly D3D12PipelineStateController _pipelineState;
private readonly D3D12DescriptorAllocator _descriptorAllocator;
private readonly D3D12PipelineStateController _stateController;
public IRenderDevice Device => _device;
public IPipelineStateController PipelineStateController => _stateController;
public IResourceAllocator ResourceAllocator => _resourceAllocator;
public IPipelineStateController PipelineStateController => _stateController;
public D3D12GraphicsEngine(RenderSystem renderSystem)
{
#if DEBUG
@@ -26,11 +26,10 @@ internal unsafe class D3D12GraphicsEngine : IGraphicsEngine
#endif
_device = new();
_stateController = new(_device);
_resourceAllocator = new(_device, renderSystem);
_pipelineState = new(_device);
_descriptorAllocator = new(_device);
_resourceAllocator = new(renderSystem, _device, _descriptorAllocator);
_stateController = new(_device);
}
public IRenderer CreateRenderer()
@@ -50,6 +49,7 @@ internal unsafe class D3D12GraphicsEngine : IGraphicsEngine
public void Dispose()
{
_stateController.Dispose();
_descriptorAllocator.Dispose();
_resourceAllocator.Dispose();
_device.Dispose();