Refactor shader pipeline and improve modularity

- Added `generatedCodePath` to `FullPassDescriptor` for better shader code organization.
- Removed redundant `IID_PPV_ARGS` method and unused `Misaki.HighPerformance.Unsafe` reference.
- Refactored `Material` and `MaterialAccessor` to use `CBuffer` and updated buffer size handling.
- Renamed command buffer variables in `RenderingContext` for consistency.
- Updated `D3D12PipelineLibrary` to cache compiled shader results and added `ShaderPassKey`.
- Refactored `D3D12GraphicsEngine` to integrate `_copyCommandBuffer` lifecycle.
- Enhanced `D3D12ResourceAllocator` with shader pass creation using constant buffer info.
- Simplified `D3D12ShaderCompiler` with `GENERATED_CODE_PATH` support and improved reflection handling.
- Introduced `CBufferPropertyInfo` and `CBufferInfo` structs for better encapsulation.
- Updated HLSL shaders to use `g_PerMaterialData` and dynamic includes.
- Improved error handling in `SDLCompiler` with try-catch blocks and better messages.
- Refactored `test.gshader` to use dynamically generated includes.
- Fixed typos, improved code readability, and removed unused code.
This commit is contained in:
2025-11-14 19:41:36 +09:00
parent 708b8cd065
commit d91d6f6e57
20 changed files with 325 additions and 321 deletions

View File

@@ -12,9 +12,9 @@ internal unsafe class D3D12GraphicsEngine : IGraphicsEngine
#endif
private readonly D3D12RenderDevice _device;
private readonly D3D12PipelineLibrary _pipelineLibrary;
private readonly D3D12DescriptorAllocator _descriptorAllocator;
private readonly D3D12ResourceDatabase _resourceDatabase;
private readonly D3D12PipelineLibrary _pipelineLibrary;
private readonly D3D12ResourceAllocator _resourceAllocator;
private readonly D3D12CommandBuffer _copyCommandBuffer;
@@ -37,9 +37,9 @@ internal unsafe class D3D12GraphicsEngine : IGraphicsEngine
_descriptorAllocator = new(_device);
_resourceDatabase = new(_descriptorAllocator);
_resourceAllocator = new(renderSystem, _device, _descriptorAllocator, _resourceDatabase);
_pipelineLibrary = new(_device, _resourceDatabase);
_resourceAllocator = new(renderSystem, _device, _descriptorAllocator, _resourceDatabase, _pipelineLibrary);
_copyCommandBuffer = new(
_device,
_pipelineLibrary,
@@ -112,6 +112,8 @@ internal unsafe class D3D12GraphicsEngine : IGraphicsEngine
{
renderer.ExecutePendingResize();
}
_copyCommandBuffer.Begin();
}
public void RenderFrame()
@@ -127,6 +129,8 @@ internal unsafe class D3D12GraphicsEngine : IGraphicsEngine
public void EndFrame()
{
ThrowIfDisposed();
_copyCommandBuffer.End();
_resourceAllocator.ReleaseTempResources();
}
@@ -138,9 +142,9 @@ internal unsafe class D3D12GraphicsEngine : IGraphicsEngine
}
_copyCommandBuffer.Dispose();
_pipelineLibrary.Dispose();
_resourceAllocator.Dispose();
_pipelineLibrary.Dispose();
_resourceDatabase.Dispose();
_descriptorAllocator.Dispose();