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.
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@@ -60,10 +60,10 @@ internal readonly struct CBufferInfo
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}
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/// <summary>
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/// Bindless shader implementation using SM 6.6 with ResourceDescriptorHeap
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/// and D3D12_ROOT_SIGNATURE_FLAG_CBV_SRV_UAV_HEAP_DIRECTLY_INDEXED
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/// Enhanced to support both bindless and regular texture binding for hybrid materials
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/// A representation of a GPU shader, including its metadata about its resources.
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/// </summary>
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// TODO: Multi pass and keyword support
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public unsafe class Shader : IDisposable
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{
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private readonly string _source;
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@@ -82,6 +82,7 @@ public unsafe class Shader : IDisposable
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internal List<TextureInfo> RegularTextures => _regularTextures;
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internal Dictionary<string, int> PropertyNameToIdMap => _propertyNameToIdMap;
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// TODO: In real production, we should not load the shader source code directly.
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internal Shader(string shaderCode)
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{
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_source = shaderCode;
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