forked from Misaki/GhostEngine
Refactor core systems and improve resource management
- Updated dependencies, including `Misaki.HighPerformance` and `TerraFX.Interop`. - Refactored `Result` struct for better error handling and chaining. - Removed `Ptr<T>` struct as it was no longer necessary. - Enhanced `Win32Utility` with `Attach` and `Dispose` methods. - Improved `ProjectService` and `AppStateMachine` with `Result` integration. - Refactored `IShaderCompiler` to support SPIR-V cross-compilation and pass-level compilation. - Standardized Direct3D12 resource management with `UniquePtr` and added `D3D12Object` base class. - Improved shader reflection validation and pipeline creation in `D3D12PipelineLibrary`. - Updated `SDLCompiler` for better error handling during shader generation. - Enhanced logging, debugging, and code readability across the codebase. - Performed general code cleanup, including unused namespace removal and naming consistency.
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@@ -126,7 +126,7 @@ public ref struct MaterialAccessor
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/// Sets a float property in the material's constant buffer.
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/// </summary>
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/// <param name="propertyName">The name of the property to set.</param>
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/// <param name="value">The value to set for the property.</param>
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/// <param name="value">The Value to set for the property.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly void SetFloat(string propertyName, in float value)
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{
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@@ -137,7 +137,7 @@ public ref struct MaterialAccessor
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/// Sets a uint property in the material's constant buffer (useful for texture indices).
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/// </summary>
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/// <param name="propertyName">The name of the property to set.</param>
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/// <param name="value">The value to set for the property.</param>
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/// <param name="value">The Value to set for the property.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly void SetUInt(string propertyName, in uint value)
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{
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@@ -148,7 +148,7 @@ public ref struct MaterialAccessor
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/// Sets a Vector property in the material's constant buffer.
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/// </summary>
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/// <param name="propertyName">The name of the property to set.</param>
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/// <param name="value">The value to set for the property.</param>
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/// <param name="value">The Value to set for the property.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly void SetVector(string propertyName, in float4 value)
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{
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@@ -159,7 +159,7 @@ public ref struct MaterialAccessor
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/// Sets a Matrix property in the material's constant buffer.
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/// </summary>
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/// <param name="propertyName">The name of the property to set.</param>
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/// <param name="value">The value to set for the property.</param>
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/// <param name="value">The Value to set for the property.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public readonly void SetMatrix(string propertyName, in float4x4 value)
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{
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@@ -1,4 +1,5 @@
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using Ghost.Core;
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using Ghost.Graphics.Contracts;
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using Ghost.Graphics.RHI;
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using Misaki.HighPerformance.LowLevel.Buffer;
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using Misaki.HighPerformance.LowLevel.Collections;
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@@ -17,6 +18,7 @@ public unsafe readonly ref struct RenderingContext
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public ICommandBuffer CopyCommandBuffer => _copyCmd;
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public ICommandBuffer ComputeCommandBuffer => _computeCmd;
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public IShaderCompiler ShaderCompiler => _engine.ShaderCompiler;
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public IResourceAllocator ResourceAllocator => _engine.ResourceAllocator;
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public IResourceDatabase ResourceDatabase => _engine.ResourceDatabase;
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public IPipelineLibrary PipelineLibrary => _engine.PipelineLibrary;
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