Refactor graphics engine dependencies and structure
Removed references to `Misaki.HighPerformance.Unsafe` and replaced them with `Misaki.HighPerformance.LowLevel` in multiple files. Removed calls to `AllocationManager.Initialize()` and `AllocationManager.Dispose()` in `EngineCore.cs`. Added new methods to the `ICommandBuffer` interface for enhanced rendering capabilities. Updated the `D3D12CommandBuffer` class to implement new graphics command handling methods. Added the `Material` class to manage shader properties and caching for improved performance. Encapsulated shader compilation and reflection processes within the `Shader` class for better organization. Added the `CBufferCache` struct to optimize GPU resource management for constant buffer data. Updated the `MeshRenderPass` class to utilize the new `Material` class for dynamic mesh rendering. Updated various project files to reflect the restructuring of dependencies. Modified XAML files and code-behind for improved readability and maintainability.
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@@ -2,7 +2,6 @@
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using Ghost.Engine.Services;
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using Ghost.Graphics;
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using Ghost.Graphics.Data;
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using Misaki.HighPerformance.Unsafe.Buffer;
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namespace Ghost.Engine;
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@@ -12,8 +11,6 @@ internal class EngineCore
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{
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ActivationHandler.Handle(args);
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AllocationManager.Initialize();
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GraphicsPipeline.Initialize(GraphicsAPI.D3D12);
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GraphicsPipeline.Start();
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@@ -29,6 +26,5 @@ internal class EngineCore
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{
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GraphicsPipeline.SignalCPUReady();
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GraphicsPipeline.Shutdown();
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AllocationManager.Dispose();
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}
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}
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@@ -23,7 +23,7 @@
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<ItemGroup>
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<Reference Include="Misaki.HighPerformance.Unsafe">
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<HintPath>..\..\Class\Misaki.HighPerformance\Misaki.HighPerformance.Unsafe\bin\Release\net9.0\Misaki.HighPerformance.Unsafe.dll</HintPath>
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<HintPath>..\..\Class\Misaki.HighPerformance\Misaki.HighPerformance.LowLevel\bin\Release\net9.0\Misaki.HighPerformance.LowLevel.dll</HintPath>
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</Reference>
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</ItemGroup>
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