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