Refactor and enhance rendering pipeline
- Added new C# formatting rules in .editorconfig. - Introduced `IKeyType`, `Key<T>`, and `Ptr<T>` structs. - Updated `Result` and `Result<T>` for implicit conversions. - Added AOT compatibility to project files. - Introduced a `Camera` class and refactored namespaces. - Enhanced rendering with bindless support and pipeline state management. - Refactored `D3D12CommandBuffer` for new rendering features. - Improved `D3D12PipelineLibrary` with disk caching methods. - Added support for UAVs and raw buffers in `D3D12ResourceAllocator`. - Improved shader compilation and reflection in `D3D12ShaderCompiler`. - Refactored descriptor heap and swap chain initialization. - Added enums and structs for rendering configurations. - Expanded `ICommandBuffer` and `IPipelineLibrary` interfaces. - Updated `MeshRenderPass` to align with the new pipeline. - Consolidated namespaces and improved code maintainability.
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@@ -36,12 +36,13 @@ internal unsafe class D3D12CommandQueue : ICommandQueue
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Flags = D3D12_COMMAND_QUEUE_FLAGS.D3D12_COMMAND_QUEUE_FLAG_NONE,
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};
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fixed (void* queuePtr = &_queue)
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{
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pDevice->CreateCommandQueue(&queueDesc, __uuidof<ID3D12CommandQueue>(), (void**)queuePtr);
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}
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ID3D12CommandQueue* pQueue = default;
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ID3D12Fence1* pFence = default;
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ThrowIfFailed(pDevice->CreateCommandQueue(&queueDesc, __uuidof(pQueue), (void**)&pQueue));
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ThrowIfFailed(pDevice->CreateFence(0, D3D12_FENCE_FLAGS.D3D12_FENCE_FLAG_NONE, __uuidof(pFence), (void**)&pFence));
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pDevice->CreateFence(0, D3D12_FENCE_FLAGS.D3D12_FENCE_FLAG_NONE, __uuidof<ID3D12Fence1>(), _fence.GetVoidAddressOf());
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_queue.Attach(pQueue);
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_fence.Attach(pFence);
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}
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~D3D12CommandQueue()
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