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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@@ -29,7 +29,7 @@ public readonly struct ResourceHandle : IEquatable<ResourceHandle>
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{
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unchecked
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{
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return (id * 397) ^ (int)generation;
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return (id * 397) ^ generation;
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}
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}
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@@ -52,6 +52,7 @@ public readonly struct ResourceHandle : IEquatable<ResourceHandle>
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public readonly struct TextureHandle : IEquatable<TextureHandle>
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{
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private readonly ResourceHandle _resourceHandle;
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private readonly BindlessDescriptor _bindlessDescriptor;
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public ResourceHandle ResourceHandle => _resourceHandle;
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public static TextureHandle Invalid => new(ResourceHandle.Invalid);
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@@ -59,13 +60,20 @@ public readonly struct TextureHandle : IEquatable<TextureHandle>
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internal TextureHandle(ResourceHandle resourceHandle)
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{
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_resourceHandle = resourceHandle;
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_bindlessDescriptor = BindlessDescriptor.Invalid;
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}
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internal TextureHandle(ResourceHandle resourceHandle, BindlessDescriptor descriptor)
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{
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_resourceHandle = resourceHandle;
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_bindlessDescriptor = descriptor;
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}
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public bool IsValid => _resourceHandle.IsValid;
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public bool Equals(TextureHandle other)
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{
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return _resourceHandle.Equals(other._resourceHandle);
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return _resourceHandle.Equals(other._resourceHandle) && _bindlessDescriptor.Equals(other._bindlessDescriptor);
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}
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public override bool Equals(object? obj)
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@@ -75,7 +83,7 @@ public readonly struct TextureHandle : IEquatable<TextureHandle>
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public override int GetHashCode()
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{
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return _resourceHandle.GetHashCode();
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return HashCode.Combine(_resourceHandle, _bindlessDescriptor);
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}
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public static bool operator ==(TextureHandle left, TextureHandle right)
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@@ -115,7 +123,7 @@ public readonly struct BufferHandle : IEquatable<BufferHandle>
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public bool Equals(BufferHandle other)
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{
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return _resourceHandle.Equals(other._resourceHandle);
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return _resourceHandle.Equals(other._resourceHandle) && _bindlessDescriptor.Equals(other._bindlessDescriptor);
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}
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public override bool Equals(object? obj)
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@@ -125,7 +133,7 @@ public readonly struct BufferHandle : IEquatable<BufferHandle>
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public override int GetHashCode()
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{
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return _resourceHandle.GetHashCode();
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return HashCode.Combine(_resourceHandle, _bindlessDescriptor);
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}
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public static bool operator ==(BufferHandle left, BufferHandle right)
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