forked from Misaki/GhostEngine
Refactor and optimize rendering pipeline
- Added `<IsTrimmable>` property in project files for trimming. - Replaced bindless texture types with non-bindless equivalents. - Refactored `ShaderDescriptor` and `ShaderPass` for better modularity. - Introduced `ShaderDescriptorExtensions` for property size calculations. - Simplified constant buffer handling in `Material.cs`. - Improved resource management in `D3D12` components. - Added support for static meshes and optimized resource barriers. - Refactored shader code generation and property merging in `SDLCompiler`. - Removed unused or redundant code (e.g., `IncludesBlock` parser). - Updated comments, documentation, and error handling for clarity.
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@@ -19,7 +19,7 @@ internal unsafe class D3D12DescriptorAllocator : IDisposable
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private bool _disposed;
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public unsafe D3D12DescriptorAllocator(D3D12RenderDevice device, int initialRtvCount = 256, int initialDsvCount = 256, int initialSrvCount = 200_000, int initialSamplerCount = 256)
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public D3D12DescriptorAllocator(D3D12RenderDevice device, int initialRtvCount = 256, int initialDsvCount = 256, int initialSrvCount = 200_000, int initialSamplerCount = 256)
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{
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_rtvHeap = new D3D12DescriptorHeap("rtv", device, D3D12_DESCRIPTOR_HEAP_TYPE_RTV, initialRtvCount, initialRtvCount / 2);
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_dsvHeap = new D3D12DescriptorHeap("dsv", device, D3D12_DESCRIPTOR_HEAP_TYPE_DSV, initialDsvCount, initialDsvCount / 2);
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