forked from Misaki/GhostEngine
Fixed bugs in rendering.
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@@ -1,5 +1,4 @@
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using Ghost.Core;
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using Ghost.Core.Utilities;
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using Ghost.Graphics.Core;
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using Ghost.Graphics.RHI;
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using Misaki.HighPerformance.Collections;
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@@ -7,13 +6,11 @@ using Misaki.HighPerformance.LowLevel.Buffer;
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using Misaki.HighPerformance.LowLevel.Collections;
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using System.Diagnostics;
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using System.Runtime.InteropServices;
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using System.Runtime.Versioning;
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using TerraFX.Interop.DirectX;
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using TerraFX.Interop.Windows;
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namespace Ghost.Graphics.D3D12;
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[SupportedOSPlatform(Win32Utility.OS_SUPPORTED_VERSION)]
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internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
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{
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internal unsafe struct ResourceRecord
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@@ -100,8 +97,8 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
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private readonly Dictionary<Handle<GPUResource>, string> _resourceName;
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#endif
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private readonly UnsafeSlotMap<Mesh> _meshes;
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private readonly UnsafeSlotMap<Material> _materials;
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private UnsafeSlotMap<Mesh> _meshes;
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private UnsafeSlotMap<Material> _materials;
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private readonly DynamicArray<Shader?> _shaders; // NOTE: We use a simple list since shader is not frequently added/removed. This can save 4 bytes for each ecs component.
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private readonly Dictionary<ShaderPassKey, ShaderPass> _shaderPasses; // NOTE: The reason we use Dictionary here is that ShaderPassKey is a presistence identifier across multiple application sessions.
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