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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@@ -100,9 +100,9 @@ float4 PSMain(PixelInput input) : SV_TARGET
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";
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// High-level bindless objects
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private Mesh? _mesh;
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private MeshClass? _mesh;
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private Shader? _shader;
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private Material? _material;
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private MaterialClass? _material;
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private Texture2D[]? _textures;
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// Texture file paths for this demo
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@@ -118,7 +118,7 @@ float4 PSMain(PixelInput input) : SV_TARGET
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_mesh = MeshBuilder.CreateCube(0.75f);
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_mesh.UploadMeshData();
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_shader = new Shader(_HLSL_SOURCE);
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_shader = new ShaderData(_HLSL_SOURCE);
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_material = new Material(_shader);
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_textures = new Texture2D[_textureFiles.Length];
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