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.
This commit is contained in:
@@ -30,7 +30,11 @@ if (model == null)
|
||||
}
|
||||
|
||||
var descriptor = SDLCompiler.ResolveShader(model);
|
||||
SDLCompiler.GenerateShader(descriptor, "C:/Users/Misaki/Downloads/Archive");
|
||||
|
||||
foreach (var pass in descriptor.passes)
|
||||
{
|
||||
SDLCompiler.GeneratePass(pass, "C:/Users/Misaki/Downloads/Archive");
|
||||
}
|
||||
|
||||
Console.WriteLine("Shader compiled successfully:");
|
||||
|
||||
|
||||
Reference in New Issue
Block a user