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

@@ -15,9 +15,9 @@ public interface IResourceAllocator : IDisposable
public Handle<Texture> CreateTexture(ref readonly TextureDesc desc, bool tempResource = false);
/// <summary>
/// Creates a render target for off-screen rendering
/// Creates a render Target for off-screen rendering
/// </summary>
/// <param name="desc">Render target description</param>
/// <param name="desc">Render Target description</param>
/// <returns>A new texture handle point to the resource</returns>
public Handle<Texture> CreateRenderTarget(ref readonly RenderTargetDesc desc, bool tempResource = false);