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.
This commit is contained in:
2025-11-01 22:30:08 +09:00
parent 9dc4f63e40
commit a8d7cd8828
41 changed files with 974 additions and 491 deletions

View File

@@ -36,12 +36,13 @@ internal unsafe class D3D12CommandQueue : ICommandQueue
Flags = D3D12_COMMAND_QUEUE_FLAGS.D3D12_COMMAND_QUEUE_FLAG_NONE,
};
fixed (void* queuePtr = &_queue)
{
pDevice->CreateCommandQueue(&queueDesc, __uuidof<ID3D12CommandQueue>(), (void**)queuePtr);
}
ID3D12CommandQueue* pQueue = default;
ID3D12Fence1* pFence = default;
ThrowIfFailed(pDevice->CreateCommandQueue(&queueDesc, __uuidof(pQueue), (void**)&pQueue));
ThrowIfFailed(pDevice->CreateFence(0, D3D12_FENCE_FLAGS.D3D12_FENCE_FLAG_NONE, __uuidof(pFence), (void**)&pFence));
pDevice->CreateFence(0, D3D12_FENCE_FLAGS.D3D12_FENCE_FLAG_NONE, __uuidof<ID3D12Fence1>(), _fence.GetVoidAddressOf());
_queue.Attach(pQueue);
_fence.Attach(pFence);
}
~D3D12CommandQueue()