forked from Misaki/GhostEngine
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.
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@@ -210,6 +210,13 @@ internal unsafe class D3D12Renderer : IRenderer
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clearStencil = 0,
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};
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// NOTE: Testing only.
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var ctx = new RenderingContext(_graphicsEngine, cmd, _graphicsEngine.CopyCommandBuffer, null!);
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if (_frameIndex == 0)
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{
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_pass.Initialize(ref ctx);
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}
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cmd.BeginRenderPass(rtDesc, depthDesc, false);
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var viewport = new ViewportDesc { width = _currentSize.x, height = _currentSize.y, minDepth = 0, maxDepth = 1 };
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@@ -219,12 +226,6 @@ internal unsafe class D3D12Renderer : IRenderer
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cmd.SetScissorRect(scissor);
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// NOTE: Testing only.
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var ctx = new RenderingContext(_graphicsEngine, cmd, _graphicsEngine.CopyCommandBuffer, null!);
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if (_frameIndex == 0)
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{
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_pass.Initialize(ref ctx);
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}
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_pass.Execute(ref ctx);
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cmd.EndRenderPass();
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