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.
This commit is contained in:
2025-11-29 18:27:47 +09:00
parent bd97d233cb
commit 0ec318a9ab
30 changed files with 463 additions and 166 deletions

View File

@@ -38,12 +38,12 @@ void MSMain(
float4 PSMain(PixelInput input) : SV_TARGET
{
//float4 color1 = SAMPLE_TEXTURE2D(g_PerMaterialData.texture1, 0, input.uv.xy);
//float4 color2 = SAMPLE_TEXTURE2D(g_PerMaterialData.texture2, 0, input.uv.xy);
//float4 color3 = SAMPLE_TEXTURE2D(g_PerMaterialData.texture3, 0, input.uv.xy);
//float4 color4 = SAMPLE_TEXTURE2D(g_PerMaterialData.texture4, 0, input.uv.xy);
float4 color1 = SAMPLE_TEXTURE2D(g_PerMaterialData.texture1, g_PerMaterialData.tex_sampler, input.uv.xy);
float4 color2 = SAMPLE_TEXTURE2D(g_PerMaterialData.texture2, g_PerMaterialData.tex_sampler, input.uv.xy);
float4 color3 = SAMPLE_TEXTURE2D(g_PerMaterialData.texture3, g_PerMaterialData.tex_sampler, input.uv.xy);
float4 color4 = SAMPLE_TEXTURE2D(g_PerMaterialData.texture4, g_PerMaterialData.tex_sampler, input.uv.xy);
//float4 blendedColor = (color1 + color2 + color3 + color4) * 0.25f;
return g_PerMaterialData.color + input.color;
float4 blendedColor = (color1 + color2 + color3 + color4) * 0.25f;
return g_PerMaterialData.color * blendedColor;
//return input.color;
}