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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@@ -1,3 +1,4 @@
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using Ghost.Core;
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using Ghost.Graphics.Data;
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namespace Ghost.Graphics.RHI;
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@@ -15,11 +16,9 @@ public interface IShaderPipeline
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public interface IPipelineStateController
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{
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public void ColectionShader(ReadOnlySpan<Shader> shaders);
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public void CompileCollected();
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public void CompileShader(Identifier<Shader> id, string shaderPath);
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public void PreCookPipelineState();
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public IShaderPipeline GetShaderPipeline(Shader shader);
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public IShaderPipeline GetShaderPipeline(Identifier<Shader> id);
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}
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