forked from Misaki/GhostEngine
Refactor and enhance resource management and rendering
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.
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@@ -9,17 +9,17 @@ shader "MyShader/Standard"
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tex2d_b texture4 = tex2d_b(normal);
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}
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pipeline
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{
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ztest = less_equal;
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zwrite = on;
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cull = back;
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blend = opaque;
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color_mask = 0;
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}
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pass "Forward"
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{
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pipeline
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{
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ztest = disable;
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zwrite = off;
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cull = off;
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blend = opaque;
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color_mask = 15;
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}
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ms("F:/csharp/GhostEngine/Ghost.Graphics/RenderPasses/ShaderCode.hlsl", "MSMain");
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ps("F:/csharp/GhostEngine/Ghost.Graphics/RenderPasses/ShaderCode.hlsl", "PSMain");
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}
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