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:
2025-09-19 23:20:15 +09:00
parent 6a504cefc8
commit a39f377533
39 changed files with 1669 additions and 826 deletions

View File

@@ -1,7 +1,6 @@
using Misaki.HighPerformance.Mathematics;
using System.Runtime.CompilerServices;
using Misaki.HighPerformance.LowLevel.Collections;
using Misaki.HighPerformance.Mathematics;
using System.Runtime.InteropServices;
using System.Text;
using Win32.Graphics.Dxgi.Common;
namespace Ghost.Graphics.Data;
@@ -9,59 +8,21 @@ namespace Ghost.Graphics.Data;
[StructLayout(LayoutKind.Sequential)]
public struct Vertex
{
public unsafe struct Semantic
public unsafe static class Semantic
{
public const Format ALIGNED_FORMAT = Format.R32G32B32A32Float;
public const int COUNT = 5;
private static readonly byte[] s_positionBytes = Encoding.UTF8.GetBytes("POSITION");
private static readonly byte[] s_normalBytes = Encoding.UTF8.GetBytes("NORMAL");
private static readonly byte[] s_tangentBytes = Encoding.UTF8.GetBytes("TANGENT");
private static readonly byte[] s_colorBytes = Encoding.UTF8.GetBytes("COLOR");
private static readonly byte[] s_uvBytes = Encoding.UTF8.GetBytes("TEXCOORD");
public static byte* pPositionName => (byte*)Unsafe.AsPointer(ref s_positionBytes[0]);
public static byte* pNormalName => (byte*)Unsafe.AsPointer(ref s_normalBytes[0]);
public static byte* pTangentName => (byte*)Unsafe.AsPointer(ref s_tangentBytes[0]);
public static byte* pColorName => (byte*)Unsafe.AsPointer(ref s_colorBytes[0]);
public static byte* pUVName => (byte*)Unsafe.AsPointer(ref s_uvBytes[0]);
public static readonly FixedString32 position = new("POSITION");
public static readonly FixedString32 normal = new("NORMAL");
public static readonly FixedString32 tangent = new("TANGENT");
public static readonly FixedString32 uv = new("TEXCOORD");
public static readonly FixedString32 color = new("COLOR");
}
public float4 Position
{
get;
set;
}
public float4 Normal
{
get;
set;
}
public float4 Tangent
{
get;
set;
}
public Color16 Color
{
get;
set;
}
public float4 UV
{
get;
set;
}
public Vertex(float4 position, float4 normal, float4 tangent, Color16 color, float4 uv)
{
Position = position;
Normal = normal;
Tangent = tangent;
Color = color;
UV = uv;
}
public float4 position;
public float4 normal;
public float4 tangent;
public float4 uv;
public Color128 color;
}