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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@@ -10,6 +10,19 @@ internal unsafe static class D3D12Utility
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{
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public static void SetName<T>(ref this T obj, ReadOnlySpan<char> name)
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where T : unmanaged, ID3D12Object.Interface
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{
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if (name.Length == 0)
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{
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return;
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}
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fixed (char* pName = name)
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{
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obj.SetName(pName);
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}
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}
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public static void SetName(ref this D3D12MA_Allocation obj, ReadOnlySpan<char> name)
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{
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fixed (char* pName = name)
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{
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