Refactor GPU resource management and rendering pipeline
- Introduced `Handle<T>` and `Identifier<T>` for lightweight, strongly-typed resource identifiers. - Replaced `BitSet` with `UnsafeBitSet` for improved performance and memory safety. - Refactored `Mesh` and `Material` into `MeshClass` and `MaterialClass` for better GPU resource handling. - Added `D3D12ResourceDatabase` to centralize GPU resource tracking and lifecycle management. - Updated `D3D12ShaderCompiler` to load shaders from disk and dynamically populate constant buffers and textures. - Enhanced `ICommandBuffer` with new upload operations for buffers and textures. - Refactored `Vertex` struct for simplified memory layout and better performance. - Updated `MeshBuilder` and rendering logic to align with new resource and shader structures. - Added `BindlessDescriptor` support to `TextureHandle` and `BufferHandle`. - Removed unused classes and performed general cleanup. - Updated unit tests and demos to reflect the new architecture.
This commit is contained in:
88
Ghost.Core/Handle.cs
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88
Ghost.Core/Handle.cs
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namespace Ghost.Core;
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public readonly struct Handle<T>
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{
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public readonly int id;
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public readonly int generation;
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public Handle(int id, int generation)
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{
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this.id = id;
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this.generation = generation;
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}
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public static Handle<T> Invalid => new(-1, -1);
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public readonly override int GetHashCode()
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{
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return id.GetHashCode();
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}
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public readonly override bool Equals(object? obj)
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{
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return obj is Handle<T> id && Equals(id);
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}
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public readonly bool Equals(Handle<T> other)
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{
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return id == other.id;
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}
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public readonly int CompareTo(Handle<T> other)
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{
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return id.CompareTo(other.id);
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}
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public static bool operator ==(Handle<T> a, Handle<T> b)
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{
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return a.Equals(b);
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}
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public static bool operator !=(Handle<T> a, Handle<T> b)
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{
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return !a.Equals(b);
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}
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}
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public readonly struct Identifier<T>
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{
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public readonly int value;
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public Identifier(int value)
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{
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this.value = value;
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}
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public static Identifier<T> Invalid => new(-1);
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public readonly override int GetHashCode()
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{
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return value.GetHashCode();
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}
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public readonly override bool Equals(object? obj)
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{
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return obj is Identifier<T> id && Equals(id);
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}
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public readonly bool Equals(Identifier<T> other)
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{
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return value == other.value;
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}
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public readonly int CompareTo(Identifier<T> other)
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{
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return value.CompareTo(other.value);
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}
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public static bool operator ==(Identifier<T> a, Identifier<T> b)
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{
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return a.Equals(b);
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}
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public static bool operator !=(Identifier<T> a, Identifier<T> b)
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{
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return !a.Equals(b);
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}
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}
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