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.
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@@ -169,7 +169,7 @@ public unsafe class D3D12Renderer : IRenderer
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private void RenderScene(IRenderTarget target, ICommandBuffer cmd)
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{
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var clearColor = new Color16 { r = 1.0f, g = 0.0f, b = 1.0f, a = 1.0f };
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var clearColor = new Color128 { r = 1.0f, g = 0.0f, b = 1.0f, a = 1.0f };
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cmd.BeginRenderPass(target, clearColor);
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@@ -207,7 +207,7 @@ public unsafe class D3D12Renderer : IRenderer
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// 3. Apply post-processing effects (tone mapping, gamma correction, etc.)
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// For now, just clear the destination (this should be replaced with actual blit)
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var clearColor = new Color16 { r = 0.0f, g = 0.0f, b = 0.0f, a = 1.0f };
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var clearColor = new Color128 { r = 0.0f, g = 0.0f, b = 0.0f, a = 1.0f };
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cmd.BeginRenderPass(destination, clearColor);
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cmd.EndRenderPass();
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