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

@@ -1,5 +1,4 @@
using Ghost.Core;
using Ghost.Graphics.Data;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.Collections;
using Misaki.HighPerformance.LowLevel.Buffer;
@@ -8,6 +7,7 @@ using System.Diagnostics;
using System.Runtime.InteropServices;
using TerraFX.Interop.DirectX;
using TerraFX.Interop.Windows;
using Ghost.Graphics.Core;
namespace Ghost.Graphics.D3D12;
@@ -369,7 +369,7 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
var id = _shaders.Count;
_shaders.Add(shader);
return new Identifier<SDL>(id);
return new Identifier<Shader>(id);
}
public bool HasShader(Identifier<Shader> id)
@@ -487,4 +487,4 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
GC.SuppressFinalize(this);
}
}
}