Refactored and renamed components related to D3D12 graphics programming, replacing "descriptor" with "viewGroup" to improve resource grouping and management. Updated `D3D12CommandBuffer`, `D3D12DescriptorAllocator`, and `D3D12PipelineLibrary` to reflect these changes. Simplified material and shader creation in `D3D12ResourceAllocator`. Enhanced `D3D12ResourceDatabase` with resource naming for debugging and improved management. Refactored `Shader` and `ShaderPass` to use modern C# features and `IResourceReleasable` interface. Introduced `D3D12Utility` for centralized utility methods. Updated `Material` class for efficient buffer creation. Renamed `ShaderCompiler` to `SDLCompiler` with improved error handling. Updated `MeshRenderPass` to use new shader compilation process. Various improvements in error handling, code readability, and utility methods.
- Added D3D12ResourceFactory for creating render targets, textures, and buffers.
- Enhanced D3D12SwapChain to manage back buffer render targets and provide access to them.
- Updated D3D12Texture to utilize resource handles for better resource management.
- Removed legacy ResourceAllocator and integrated improvements for resource handling.
- Introduced new interfaces for resource factory and swap chain to streamline resource creation.
- Added support for mip levels and texture dimensions in render target and texture descriptions.
- Created new markdown files to document allocator and swap chain improvements.