Commit Graph

8 Commits

Author SHA1 Message Date
817b32b8d9 feat(graphics): refactor pipeline keying and allocators
Major refactor of graphics pipeline keying, shader cache, and resource allocation.
Replaced most Allocator usage with AllocationHandle, modernized logger usage,
and unified pipeline state keys. Updated MeshUtility to use AllocationHandle.FreeList.
Added new shader pipeline architecture docs and improved error handling throughout.

BREAKING CHANGE: Pipeline keying and resource allocation APIs have changed.
2026-04-13 23:07:52 +09:00
e32a24739d feat(rhi): add NoAccess ops, axis conversion, meshlet color
Added NoAccess to attachment ops for depth/stencil, updated D3D12 and RenderGraph to handle new ops, and improved axis/handedness conversion in mesh loading. Enabled meshlet color hashing in test shader. Changed default rasterizer winding, added format helpers, and updated camera transform for correct mesh orientation. JobScheduler usage commented out for now.
2026-04-01 19:57:27 +09:00
90ac5e6d4b Untrak the NUL file 2026-03-29 01:21:41 +09:00
b194b57e4e docs: refactor document folder structure. 2026-03-28 14:35:37 +09:00
b729ca86f5 feat(meshlet): refactor meshlet pipeline and add render pass
Refactor meshlet data structures to use packed uint triangle indices, update meshlet cooking and upload logic, and align HLSL mesh shader. Add MeshRenderPass with bindless rendering and blit support. Improve RenderExtractionSystem, RootSignatureLayout, and TestRenderPipeline. Update GraphicsTestWindow for new pipeline and meshlet logic. Includes code cleanups and comments.
2026-03-25 13:13:03 +09:00
db8ca971a8 Refactor folder structure 2026-02-18 00:52:18 +09:00
74bb2ccda5 Refactor descriptor handling and shader compilation
Refactored descriptor allocation and release logic by introducing `IDescriptorAllocator` and replacing `DescriptorHeapAllocator` with `D3D12DescriptorHeap`. Updated descriptor structs to include validation properties and improved memory management with `ReadOnlySpan`.

Enhanced shader compilation by introducing `ShaderStage` and `CompilerVersion` enums, enabling more flexible and maintainable shader handling.

Refactored `Mesh` to use `IBuffer` for vertex and index buffers, added bindless descriptor support, and improved resource cleanup.

Updated `RenderSystem` and other components for better initialization, error handling, and disposal logic. General improvements to code readability and maintainability.
2025-09-13 20:07:29 +09:00
e63c43dbb2 Create project 2025-03-24 22:07:00 +09:00