Refactor core systems and improve resource management
- Updated dependencies, including `Misaki.HighPerformance` and `TerraFX.Interop`. - Refactored `Result` struct for better error handling and chaining. - Removed `Ptr<T>` struct as it was no longer necessary. - Enhanced `Win32Utility` with `Attach` and `Dispose` methods. - Improved `ProjectService` and `AppStateMachine` with `Result` integration. - Refactored `IShaderCompiler` to support SPIR-V cross-compilation and pass-level compilation. - Standardized Direct3D12 resource management with `UniquePtr` and added `D3D12Object` base class. - Improved shader reflection validation and pipeline creation in `D3D12PipelineLibrary`. - Updated `SDLCompiler` for better error handling during shader generation. - Enhanced logging, debugging, and code readability across the codebase. - Performed general code cleanup, including unused namespace removal and naming consistency.
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@@ -1,3 +1,5 @@
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using Ghost.Core.Utilities;
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using Misaki.HighPerformance.LowLevel;
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using TerraFX.Interop.DirectX;
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using TerraFX.Interop.Windows;
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@@ -7,9 +9,9 @@ namespace Ghost.Graphics.D3D12;
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internal unsafe class D3D12DebugLayer
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{
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private readonly ComPtr<ID3D12Debug6> _d3d12Debug;
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private readonly ComPtr<IDXGIDebug1> _dxgiDebug;
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private readonly ComPtr<IDXGIInfoQueue> _dxgiInfoQueue;
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private UniquePtr<ID3D12Debug6> _d3d12Debug;
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private UniquePtr<IDXGIDebug1> _dxgiDebug;
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private UniquePtr<IDXGIInfoQueue> _dxgiInfoQueue;
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public D3D12DebugLayer()
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{
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