Update rendering architecture and resource management

Added a new `Ref<T>` struct for reference semantics.
Added the `RenderGraph` system for managing rendering passes.
Added the `RenderTexture` class for encapsulating GPU resources.
Added `GraphicsBuffer` class for effective GPU resource management.
Changed `CommandList` methods from public to internal for visibility control.
Changed `IRenderPass` interface from internal to public for accessibility.
Changed `GetData<T>()` in `ComponentObject.cs` to return `CompRef<T>`.
Changed `GetComponent<T>()` in `EntityManager.cs` to return `CompRef<T>`.
Changed `GetSingleton<T>()` in `World.cs` to use `CompRef<T>`.
Changed `IQueryTypeParameter` to use `CompRef<T>` for consistency.
Changed `QueryItem<T0>` and related structs to use `CompRef<T>`.
Changed `Material` class to support bindless textures.
Changed `Shader` class to support bindless rendering.
Changed `Mesh` class to support bindless vertex and index buffer access.
Updated documentation to reflect the new bindless rendering architecture.
This commit is contained in:
2025-08-01 21:34:48 +09:00
parent 1284bb17de
commit eafbfb2fa1
43 changed files with 3845 additions and 2183 deletions

View File

@@ -3,9 +3,9 @@ using Win32.Graphics.Direct3D12;
namespace Ghost.Graphics.D3D12;
/// <summary>
/// Base class for D3D12 descriptor implementations.
/// Base class descriptor implementations.
/// </summary>
internal abstract class Descriptor
public abstract class Descriptor
{
protected readonly uint index;
protected readonly bool isShaderVisible;
@@ -38,9 +38,9 @@ internal abstract class Descriptor
}
/// <summary>
/// D3D12 implementation of render target view (RTV) descriptor.
/// Implementation of render target view (RTV) descriptor.
/// </summary>
internal sealed class RenderTargetDescriptor : Descriptor
public sealed class RenderTargetDescriptor : Descriptor
{
private readonly CpuDescriptorHandle _cpuHandle;
@@ -55,9 +55,9 @@ internal sealed class RenderTargetDescriptor : Descriptor
}
/// <summary>
/// D3D12 implementation of depth stencil view (DSV) descriptor.
/// Implementation of depth stencil view (DSV) descriptor.
/// </summary>
internal sealed class DepthStencilDescriptor : Descriptor
public sealed class DepthStencilDescriptor : Descriptor
{
private readonly CpuDescriptorHandle _cpuHandle;
@@ -72,9 +72,9 @@ internal sealed class DepthStencilDescriptor : Descriptor
}
/// <summary>
/// D3D12 implementation of shader resource view (SRV) descriptor.
/// Implementation of shader resource view (SRV) descriptor.
/// </summary>
internal sealed class ShaderResourceDescriptor : Descriptor
public sealed class ShaderResourceDescriptor : Descriptor
{
private readonly CpuDescriptorHandle _cpuHandle;
private readonly GpuDescriptorHandle _gpuHandle;
@@ -91,9 +91,9 @@ internal sealed class ShaderResourceDescriptor : Descriptor
}
/// <summary>
/// D3D12 implementation of sampler descriptor.
/// Implementation of sampler descriptor.
/// </summary>
internal sealed class SamplerDescriptor : Descriptor
public sealed class SamplerDescriptor : Descriptor
{
private readonly CpuDescriptorHandle _cpuHandle;
private readonly GpuDescriptorHandle _gpuHandle;
@@ -105,6 +105,26 @@ internal sealed class SamplerDescriptor : Descriptor
_gpuHandle = gpuHandle;
}
public override CpuDescriptorHandle CpuHandle => _cpuHandle;
public override GpuDescriptorHandle GpuHandle => _gpuHandle;
}
/// <summary>
/// Implementation of bindless descriptor for SM 6.6 rendering.
/// This descriptor maintains a 1:1 relationship between allocation indices and shader indices.
/// </summary>
public sealed class BindlessDescriptor : Descriptor
{
private readonly CpuDescriptorHandle _cpuHandle;
private readonly GpuDescriptorHandle _gpuHandle;
public BindlessDescriptor(uint index, CpuDescriptorHandle cpuHandle, GpuDescriptorHandle gpuHandle)
: base(index, true)
{
_cpuHandle = cpuHandle;
_gpuHandle = gpuHandle;
}
public override CpuDescriptorHandle CpuHandle => _cpuHandle;
public override GpuDescriptorHandle GpuHandle => _gpuHandle;
}