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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@@ -7,6 +7,11 @@ public interface IGraphicsEngine : IDisposable
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get;
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}
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public IResourceDatabase ResourceDatabase
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{
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get;
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}
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public IResourceAllocator ResourceAllocator
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{
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get;
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@@ -27,4 +32,14 @@ public interface IGraphicsEngine : IDisposable
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/// <param name="desc">Swap chain description</param>
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/// <returns>A new swap chain instance</returns>
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public ISwapChain CreateSwapChain(SwapChainDesc desc);
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/// <summary>
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/// Begins a new rendering frame, preparing the graphics context for drawing operations.
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/// </summary>
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public void BeginFrame();
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/// <summary>
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/// Completes the current rendering frame and performs any necessary finalization steps.
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/// </summary>
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public void EndFrame();
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}
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