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

@@ -11,6 +11,9 @@ public interface IResourceReleasable
void ReleaseResource(IResourceDatabase database);
}
// TODO: Consider adding methods for resource enumeration, statistics, and bulk operations.
// TODO: Consider adding async resource loading and streaming support.
// TODO: Mesh, Material, Shader management could be separated into their own interfaces for better modularity because they are not bound to specific graphics API.
public interface IResourceDatabase : IDisposable
{
/*
@@ -155,18 +158,4 @@ public interface IResourceDatabase : IDisposable
/// </summary>
/// <param name="id">The identifier of the shader to release. Must refer to a valid, previously created shader.</param>
void ReleaseShader(Identifier<Shader> id);
/// <summary>
/// Adds a shader pass to the collection using the specified identifier.
/// </summary>
/// <param name="passKey">The unique identifier for the shader pass.</param>
/// <param name="pass">The shader pass to add. Cannot be null.</param>
void AddShaderPass(ShaderPassKey passKey, ShaderPass pass);
/// <summary>
/// Retrieves the shader pass associated with the specified pass identifier.
/// </summary>
/// <param name="passKey">The unique identifier of the shader pass to retrieve.</param>
/// <returns>The <see cref="ShaderPass"/> corresponding to the specified identifier, or null if no matching shader pass is found.</returns>
ShaderPass GetShaderPass(ShaderPassKey passKey);
}