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.
This commit is contained in:
2025-07-07 22:59:47 +09:00
parent 261afa4133
commit eed1b9d3d0
24 changed files with 630 additions and 344 deletions

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@@ -3,7 +3,7 @@
using Ghost.Core;
using Ghost.Entities.Components;
using Ghost.Entities.Query;
using Misaki.HighPerformance.Unsafe.Collections;
using Misaki.HighPerformance.LowLevel.Collections;
namespace Ghost.Entities;

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@@ -8,7 +8,7 @@
using Ghost.Core;
using Ghost.Entities.Components;
using Ghost.Entities.Query;
using Misaki.HighPerformance.Unsafe.Collections;
using Misaki.HighPerformance.LowLevel.Collections;
namespace Ghost.Entities;