forked from Misaki/GhostEngine
Add sampler support and refactor resource handling
Enhanced shader and resource systems with `Sampler` support, including updates to `ShaderPropertyType`, HLSL code, and resource management. Refactored `Result` structs for better type safety and added new enums for texture and comparison settings. Improved `MeshRenderPass` to dynamically load textures and samplers. Updated SDL compiler and token lexicon for `Sampler` handling. Embedded debug info in project files and streamlined resource state tracking.
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@@ -8,7 +8,7 @@ using Misaki.HighPerformance.Mathematics;
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namespace Ghost.Graphics.Core;
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public unsafe readonly ref struct RenderingContext
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public readonly unsafe ref struct RenderingContext
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{
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private readonly IGraphicsEngine _engine;
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private readonly ICommandBuffer _directCmd;
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@@ -144,8 +144,8 @@ public unsafe readonly ref struct RenderingContext
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localToWorld = localToWorld,
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worldBoundsMin = meshData.BoundingBox.Min,
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worldBoundsMax = meshData.BoundingBox.Max,
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vertexBuffer = (uint)_engine.ResourceDatabase.GetBindlessIndex(meshData.VertexBuffer.AsResource()),
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indexBuffer = (uint)_engine.ResourceDatabase.GetBindlessIndex(meshData.IndexBuffer.AsResource()),
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vertexBuffer = _engine.ResourceDatabase.GetBindlessIndex(meshData.VertexBuffer.AsResource()).GetValueOrThrow(ResultStatus.Success),
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indexBuffer = _engine.ResourceDatabase.GetBindlessIndex(meshData.IndexBuffer.AsResource()).GetValueOrThrow(ResultStatus.Success),
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};
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var bufferHandle = meshData.ObjectDataBuffer.AsResource();
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