Updated multiple components to improve encapsulation, maintainability, and performance. Key changes include:
- Upgraded package dependencies in project files.
- Refactored `Mesh` and `RenderingContext` to use properties and added support for per-object constant buffers.
- Improved resource management in `D3D12CommandBuffer`, `D3D12CommandQueue`, and `D3D12ResourceAllocator` with better encapsulation and disposal handling.
- Added validation for constant buffer sizes in `D3D12PipelineLibrary`.
- Simplified `MeshBuilder` methods to accept allocators and removed hardcoded values.
- Enhanced debugging with `GPUResourceLeakException` and resource tracking updates.
- Updated shaders and rendering logic for testing, including hardcoded triangle rendering.
- Removed redundant base classes and interfaces for cleaner code structure.
Added `InternalsVisibleTo` attribute for "Ghost.Graphics" and "Ghost.Editor" in `AssemblyInfo.cs`.
Added a new `EngineAssemblyAttribute` in `EngineAssemblyAttribute.cs`.
Added a reference to `Misaki.HighPerformance.Unsafe` in `Ghost.Core.csproj`.
Added a new `Bounds` struct to represent axis-aligned bounding boxes in `Bounds.cs`.
Added new `Color32` and `Color128` structs for color representation in `Color.cs`.
Changed the namespace from `Ghost.Editor.Controls` to `Ghost.Editor.Core.Controls` in multiple files.
Changed the implicit conversion operator in `ConstPtr<T>` to use a more descriptive parameter name in `ConstPtr.cs`.
Changed the `Mesh` class to use `Color128` instead of `Color32` for color representation.
Enhanced the `TypeCache` class to load types from assemblies marked with `EngineAssemblyAttribute`.
Enhanced the `ProjectService` class to improve the `GetAllProjectAsync` method by filtering out bad projects.
Enhanced the `GraphicsPipeline` class to support both DX12 and D3D12 graphics APIs.
Enhanced the `Shader` class to include methods for compiling HLSL shaders and managing root signatures.
Enhanced the `MeshRenderPass` class to utilize the new shader compilation methods.
Refactored the `AppStateMachine` class to use private fields instead of static fields for state management.
Refactored the `ComponentDataView` class to use the new namespace and improve organization.
Refactored project references in `Ghost.Graphics.csproj` to include new dependencies and remove outdated ones.
Made various adjustments to ensure consistency and improve code quality across multiple files.
Added a new `ConstPtr<T>` struct for type-safe pointers.
Added a new `ICommandBuffer` interface for resource copying.
Added a new `IRenderPass` interface to define render passes.
Added a new `IResource` interface for GPU resources.
Added a new `IResourceAllocator` interface for resource management.
Added a new `ISwapChainPanelNative` struct for native interactions.
Added a new `D3D12Utility` class for Direct3D 12 utilities.
Added a new package reference for `Vortice.Win32.Graphics.D3D12MemoryAllocator`.
Changed project file to allow unsafe code blocks.
Changed `Result` struct methods to improve clarity.
Changed error handling in `ProjectService` and `AssetDatabase` to use `Result.Failure()`.
Changed `launchSettings.json` to enable native debugging.
Changed rendering logic in `ScenePage.xaml.cs` to use `IRenderer`.
Changed `IGraphicsDevice` interface to include renderer properties.
Changed `IRenderView` to `IRenderer` and updated its methods.
Changed `Mesh` class to use the new `IResource` interface for buffers.
Changed `GraphicsAPI` enum to include a `None` value.
Changed various aspects of the `GraphicsPipeline` class for new architecture.
Removed the old `DX12RenderView` class and replaced it with `DX12Renderer`.
Removed unnecessary code in the `ResourceView` class.