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:
@@ -142,6 +142,6 @@ public abstract unsafe class Texture : GraphicsResource
|
||||
public override void Dispose()
|
||||
{
|
||||
base.Dispose();
|
||||
GraphicsPipeline.DescriptorAllocator.ReleaseBindless(_bindlessDescriptor);
|
||||
GraphicsPipeline.DescriptorAllocator.Release(_bindlessDescriptor);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user