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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@@ -173,7 +173,8 @@ public struct RenderTargetDesc
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Format = desc.Format,
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Dimension = desc.Dimension,
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MipLevels = desc.MipLevels,
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Usage = usage
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Usage = usage,
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CreationFlags = TextureCreationFlags.Bindless
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};
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}
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}
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@@ -245,6 +246,15 @@ public struct TextureDesc
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get;
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set;
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}
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/// <summary>
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/// Texture creation flags
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/// </summary>
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public TextureCreationFlags CreationFlags
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{
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get;
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set;
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}
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}
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/// <summary>
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@@ -341,3 +351,10 @@ public enum MemoryType
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Upload, // CPU-to-GPU memory
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Readback // GPU-to-CPU memory
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}
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[Flags]
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public enum TextureCreationFlags
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{
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None = 0,
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Bindless = 1 << 0
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}
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