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:
2025-11-28 18:58:50 +09:00
parent 0720444c2c
commit bd97d233cb
49 changed files with 842 additions and 1025 deletions

View File

@@ -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);
}