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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@@ -14,9 +14,9 @@ struct PerObjectData
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{
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float4x4 localToWorld;
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float3 worldBoundsMin;
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BYTE_ADDRESS_BUFFER_BINDLESS vertexBuffer;
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BYTE_ADDRESS_BUFFER vertexBuffer;
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float3 worldBoundsMax;
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BYTE_ADDRESS_BUFFER_BINDLESS indexBuffer;
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BYTE_ADDRESS_BUFFER indexBuffer;
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};
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cbuffer GlobalConstants : register(b0)
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