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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@@ -31,8 +31,12 @@
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</ItemGroup>
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<ItemGroup>
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<PackageReference Include="Misaki.HighPerformance.Analyzer" Version="1.0.0">
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<PrivateAssets>all</PrivateAssets>
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<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
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</PackageReference>
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<PackageReference Include="Misaki.HighPerformance.Image" Version="1.0.0" />
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<PackageReference Include="TerraFX.Interop.D3D12MemoryAllocator" Version="2.0.1.5" />
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<PackageReference Include="TerraFX.Interop.D3D12MemoryAllocator" Version="3.0.1" />
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</ItemGroup>
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<ItemGroup>
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