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.
43 lines
992 B
C#
43 lines
992 B
C#
using Ghost.Graphics.Contracts;
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using Misaki.HighPerformance.LowLevel.Collections;
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using Misaki.HighPerformance.LowLevel.Helpers;
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using System.Runtime.CompilerServices;
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namespace Ghost.Graphics.Shading;
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internal struct CBufferCache : IDisposable
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{
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public UnsafeArray<byte> CpuData
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{
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get;
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}
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public IResource GpuResource
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{
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get;
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}
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private readonly uint _alignedSize;
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public unsafe CBufferCache(uint bufferSize)
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{
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CpuData = new((int)bufferSize, Allocator.Persistent);
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_alignedSize = (bufferSize + 255u) & ~255u;
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GpuResource = GraphicsPipeline.ResourceAllocator.CreateUploadBuffer(_alignedSize);
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GpuResource.Name = "Material_CBufferCache";
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UploadToGpu();
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly void UploadToGpu()
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{
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GpuResource.SetData(CpuData.AsSpan());
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}
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public readonly void Dispose()
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{
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GpuResource.Dispose();
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}
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} |