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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@@ -182,6 +182,9 @@ internal class PropertiesBlock : IBlockParser<PropertiesSyntax, List<PropertySem
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TokenLexicon.KnownTypes.TEXTURE2D => ShaderPropertyType.Texture2D,
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TokenLexicon.KnownTypes.TEXTURE3D => ShaderPropertyType.Texture3D,
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TokenLexicon.KnownTypes.TEXTURECUBE => ShaderPropertyType.TextureCube,
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TokenLexicon.KnownTypes.TEXTURECUBE_ARRAY => ShaderPropertyType.TextureCubeArray,
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TokenLexicon.KnownTypes.TEXTURE2D_ARRAY => ShaderPropertyType.Texture2DArray,
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TokenLexicon.KnownTypes.SAMPLER => ShaderPropertyType.Sampler,
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_ => ShaderPropertyType.None,
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};
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}
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