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.
This commit is contained in:
@@ -23,5 +23,4 @@ public interface IPipelineLibrary : IDisposable
|
||||
void InitializeLibrary(string? filePath);
|
||||
void SaveLibraryToDisk(string filePath);
|
||||
Result<GraphicsPipelineKey> CompilePSO(ref readonly GraphicsPSODescriptor descriptor, ref readonly GraphicsCompiledResult compiled);
|
||||
Result<CBufferInfo, ResultStatus> GetCBufferInfo(ShaderPassKey passId);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user