Files
GhostEngine/Ghost.Graphics/D3D12/GraphicsResource.cs
Misaki eafbfb2fa1 Update rendering architecture and resource management
Added a new `Ref<T>` struct for reference semantics.
Added the `RenderGraph` system for managing rendering passes.
Added the `RenderTexture` class for encapsulating GPU resources.
Added `GraphicsBuffer` class for effective GPU resource management.
Changed `CommandList` methods from public to internal for visibility control.
Changed `IRenderPass` interface from internal to public for accessibility.
Changed `GetData<T>()` in `ComponentObject.cs` to return `CompRef<T>`.
Changed `GetComponent<T>()` in `EntityManager.cs` to return `CompRef<T>`.
Changed `GetSingleton<T>()` in `World.cs` to use `CompRef<T>`.
Changed `IQueryTypeParameter` to use `CompRef<T>` for consistency.
Changed `QueryItem<T0>` and related structs to use `CompRef<T>`.
Changed `Material` class to support bindless textures.
Changed `Shader` class to support bindless rendering.
Changed `Mesh` class to support bindless vertex and index buffer access.
Updated documentation to reflect the new bindless rendering architecture.
2025-08-01 21:34:48 +09:00

75 lines
1.5 KiB
C#

using Ghost.Core;
using Ghost.Graphics.Data;
using System.Runtime.CompilerServices;
using Win32.Graphics.Direct3D12;
namespace Ghost.Graphics.D3D12;
public unsafe class GraphicsResource : IDisposable
{
private readonly ResourceHandle _handle;
private string _name = string.Empty;
internal ConstPtr<ID3D12Resource> NativeResource
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get => new(_handle.GetAllocation().Resource);
}
internal ulong GPUAddress
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get => NativeResource.Ptr->GetGPUVirtualAddress();
}
public string Name
{
get => _name;
set
{
_name = value;
NativeResource.Ptr->SetName(_name);
}
}
public bool TempResource
{
get;
}
public ulong Size => _handle.GetAllocation().Size;
internal GraphicsResource(in ResourceHandle handle, bool tempResource = false)
{
_handle = handle;
TempResource = tempResource;
}
~GraphicsResource()
{
DisposeInternal();
}
/// <summary>
/// Throws an exception if the resource has been disposed.
/// </summary>
protected void ThrowIfDisposed()
{
ObjectDisposedException.ThrowIf(!_handle.IsValid, this);
}
internal void DisposeInternal()
{
_handle.Dispose();
}
public virtual void Dispose()
{
if (!TempResource)
{
DisposeInternal();
}
GC.SuppressFinalize(this);
}
}