Refactor shader pipeline and improve modularity

- Added `generatedCodePath` to `FullPassDescriptor` for better shader code organization.
- Removed redundant `IID_PPV_ARGS` method and unused `Misaki.HighPerformance.Unsafe` reference.
- Refactored `Material` and `MaterialAccessor` to use `CBuffer` and updated buffer size handling.
- Renamed command buffer variables in `RenderingContext` for consistency.
- Updated `D3D12PipelineLibrary` to cache compiled shader results and added `ShaderPassKey`.
- Refactored `D3D12GraphicsEngine` to integrate `_copyCommandBuffer` lifecycle.
- Enhanced `D3D12ResourceAllocator` with shader pass creation using constant buffer info.
- Simplified `D3D12ShaderCompiler` with `GENERATED_CODE_PATH` support and improved reflection handling.
- Introduced `CBufferPropertyInfo` and `CBufferInfo` structs for better encapsulation.
- Updated HLSL shaders to use `g_PerMaterialData` and dynamic includes.
- Improved error handling in `SDLCompiler` with try-catch blocks and better messages.
- Refactored `test.gshader` to use dynamically generated includes.
- Fixed typos, improved code readability, and removed unused code.
This commit is contained in:
2025-11-14 19:41:36 +09:00
parent 708b8cd065
commit d91d6f6e57
20 changed files with 325 additions and 321 deletions

View File

@@ -63,17 +63,17 @@ public struct Material : IResourceReleasable, IHandleType
for (var i = 0; i < shader.PassCount; i++)
{
var pass = database.GetShaderPass(shader.GetPassKey(i));
var cbufferInfo = pass.PassPropertyInfo;
var cbufferInfo = pass.CBuffer;
var desc = new BufferDesc
{
Size = cbufferInfo.Size,
Size = cbufferInfo.SizeInBytes,
Usage = BufferUsage.Constant,
MemoryType = ResourceMemoryType.Default,
};
var buffer = allocator.CreateBuffer(ref desc);
_materialPropertiesCache[i] = new CBufferCache(buffer, cbufferInfo.Size);
_materialPropertiesCache[i] = new CBufferCache(buffer, cbufferInfo.SizeInBytes);
}
}
@@ -118,7 +118,7 @@ public ref struct MaterialAccessor
}
ref var cache = ref _materialData.GetPassCache(index);
Unsafe.WriteUnaligned(ref cache.CpuData[propertyInfo.ByteOffset], value);
Unsafe.WriteUnaligned(ref cache.CpuData[propertyInfo.StartOffset], value);
}
}