feat(d3d12): unify resource mgmt & add pooling system
Refactored D3D12 resource and command management with a new D3D12Object<T> base class for unified lifetime and naming of COM objects. Introduced pooled command buffer and resource management in D3D12GraphicsEngine and ResourceManager, using frame-based return queues for safe reuse. Updated RenderSystem to use pooled command buffers and render requests, and to properly dispose of per-frame resources. Changed frame synchronization and resource release logic to use ulong fence/frame values for improved robustness. Refactored swap chain to DXGISwapChain and improved error handling and code clarity. Removed renderer management from IGraphicsEngine. Changed ResourceDesc, TextureDesc, and BufferDesc to record structs with equality and hashing for pooling. BREAKING CHANGE: Renderer management APIs removed from IGraphicsEngine. Frame and resource synchronization now use ulong instead of uint. Resource pooling and command buffer pooling are now required for correct usage.
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@@ -5,7 +5,6 @@ using Ghost.Graphics;
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using Ghost.Graphics.Core;
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using Ghost.Graphics.RHI;
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using Misaki.HighPerformance.LowLevel.Buffer;
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using Misaki.HighPerformance.LowLevel.Collections;
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using Misaki.HighPerformance.Mathematics;
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using Misaki.HighPerformance.Mathematics.Geometry;
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@@ -79,8 +78,6 @@ public class RenderExtractionSystem : ISystem
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ref var cameraQuery = ref systemAPI.World.ComponentManager.GetEntityQueryReference(_cameraQueryID);
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ref var meshQuery = ref systemAPI.World.ComponentManager.GetEntityQueryReference(_meshQueryID);
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var renderRequests = new UnsafeList<RenderRequest>(cameraQuery.CalculateEntityCount(), Allocator.Temp);
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// TODO: We should extract the render record for each camera because different cameras may have different culling results.
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foreach (var (cam, camLtw) in cameraQuery.GetComponentIterator<Camera, LocalToWorld>())
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{
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@@ -240,10 +237,8 @@ public class RenderExtractionSystem : ISystem
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},
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};
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renderRequests.Add(request);
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_renderSystem.AddRenderRequest(request);
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}
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_renderPipeline.Render(new RenderContext(), renderRequests.AsSpan());
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}
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public void Cleanup(ref readonly SystemAPI systemAPI)
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