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

@@ -231,7 +231,7 @@ public unsafe static class MeshBuilder
public static void ComputeTangents(UnsafeList<Vertex> vertices, UnsafeList<uint> indices)
{
using var scope = AllocationManager.CreateStackScope();
var bitangents = new UnsafeArray<float4>(vertices.Count, Allocator.Stack);
using var bitangents = new UnsafeArray<float4>(vertices.Count, Allocator.Stack);
for (var i = 0; i < indices.Count; i += 3)
{