forked from Misaki/GhostEngine
Refactor and enhance rendering pipeline
- Added new C# formatting rules in .editorconfig. - Introduced `IKeyType`, `Key<T>`, and `Ptr<T>` structs. - Updated `Result` and `Result<T>` for implicit conversions. - Added AOT compatibility to project files. - Introduced a `Camera` class and refactored namespaces. - Enhanced rendering with bindless support and pipeline state management. - Refactored `D3D12CommandBuffer` for new rendering features. - Improved `D3D12PipelineLibrary` with disk caching methods. - Added support for UAVs and raw buffers in `D3D12ResourceAllocator`. - Improved shader compilation and reflection in `D3D12ShaderCompiler`. - Refactored descriptor heap and swap chain initialization. - Added enums and structs for rendering configurations. - Expanded `ICommandBuffer` and `IPipelineLibrary` interfaces. - Updated `MeshRenderPass` to align with the new pipeline. - Consolidated namespaces and improved code maintainability.
This commit is contained in:
@@ -1,5 +1,5 @@
|
||||
using Ghost.Core;
|
||||
using Ghost.Graphics.Data;
|
||||
using Ghost.Graphics.Core;
|
||||
|
||||
namespace Ghost.Graphics.RHI;
|
||||
|
||||
@@ -150,8 +150,6 @@ public interface IResourceDatabase
|
||||
/// <param name="id">The identifier of the shader to release. Must refer to a valid, previously created shader.</param>
|
||||
void ReleaseShader(Identifier<Shader> id);
|
||||
|
||||
// TODO: Use xxhash3 to generate passKey from string id.
|
||||
|
||||
/// <summary>
|
||||
/// Adds a shader pass to the collection using the specified identifier.
|
||||
/// </summary>
|
||||
|
||||
Reference in New Issue
Block a user