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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@@ -10,11 +10,11 @@ internal unsafe static class D3D12PipelineResource
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public const int BACK_BUFFER_COUNT = 2;
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private readonly static InputElementDescription[] s_inputElementDescs = [
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new InputElementDescription{ SemanticName = Vertex.Semantic.pPositionName, SemanticIndex = 0u, Format = Format.R32G32B32A32Float, InputSlot = 0u, AlignedByteOffset = 0u, InputSlotClass = InputClassification.PerVertexData, InstanceDataStepRate = 0 },
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new InputElementDescription{ SemanticName = Vertex.Semantic.pNormalName, SemanticIndex = 0u, Format = Format.R32G32B32A32Float, InputSlot = 0u, AlignedByteOffset = 16u, InputSlotClass = InputClassification.PerVertexData, InstanceDataStepRate = 0 },
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new InputElementDescription{ SemanticName = Vertex.Semantic.pTangentName, SemanticIndex = 0u, Format = Format.R32G32B32A32Float, InputSlot = 0u, AlignedByteOffset = 32u, InputSlotClass = InputClassification.PerVertexData, InstanceDataStepRate = 0 },
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new InputElementDescription{ SemanticName = Vertex.Semantic.pColorName, SemanticIndex = 0u, Format = Format.R32G32B32A32Float, InputSlot = 0u, AlignedByteOffset = 48u, InputSlotClass = InputClassification.PerVertexData, InstanceDataStepRate = 0 },
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new InputElementDescription{ SemanticName = Vertex.Semantic.pUVName, SemanticIndex = 0u, Format = Format.R32G32B32A32Float, InputSlot = 0u, AlignedByteOffset = 64u, InputSlotClass = InputClassification.PerVertexData, InstanceDataStepRate = 0 }
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new InputElementDescription{ SemanticName = Vertex.Semantic.position.GetUnsafePointer(), SemanticIndex = 0u, Format = Format.R32G32B32A32Float, InputSlot = 0u, AlignedByteOffset = 0u, InputSlotClass = InputClassification.PerVertexData, InstanceDataStepRate = 0 },
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new InputElementDescription{ SemanticName = Vertex.Semantic.normal.GetUnsafePointer(), SemanticIndex = 0u, Format = Format.R32G32B32A32Float, InputSlot = 0u, AlignedByteOffset = 16u, InputSlotClass = InputClassification.PerVertexData, InstanceDataStepRate = 0 },
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new InputElementDescription{ SemanticName = Vertex.Semantic.tangent.GetUnsafePointer(), SemanticIndex = 0u, Format = Format.R32G32B32A32Float, InputSlot = 0u, AlignedByteOffset = 32u, InputSlotClass = InputClassification.PerVertexData, InstanceDataStepRate = 0 },
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new InputElementDescription{ SemanticName = Vertex.Semantic.uv.GetUnsafePointer(), SemanticIndex = 0u, Format = Format.R32G32B32A32Float, InputSlot = 0u, AlignedByteOffset = 48u, InputSlotClass = InputClassification.PerVertexData, InstanceDataStepRate = 0 },
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new InputElementDescription{ SemanticName = Vertex.Semantic.color.GetUnsafePointer(), SemanticIndex = 0u, Format = Format.R32G32B32A32Float, InputSlot = 0u, AlignedByteOffset = 64u, InputSlotClass = InputClassification.PerVertexData, InstanceDataStepRate = 0 },
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];
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public const Format SWAP_CHAIN_BACK_BUFFER_FORMAT = Format.B8G8R8A8Unorm;
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