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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@@ -2,7 +2,7 @@
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"profiles": {
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"Ghost.Graphics.Test (Package)": {
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"commandName": "MsixPackage",
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"nativeDebugging": true
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"nativeDebugging": false
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},
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"Ghost.Graphics.Test (Unpackaged)": {
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"commandName": "Project"
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