forked from Misaki/GhostEngine
- Added `<IsTrimmable>` property in project files for trimming. - Replaced bindless texture types with non-bindless equivalents. - Refactored `ShaderDescriptor` and `ShaderPass` for better modularity. - Introduced `ShaderDescriptorExtensions` for property size calculations. - Simplified constant buffer handling in `Material.cs`. - Improved resource management in `D3D12` components. - Added support for static meshes and optimized resource barriers. - Refactored shader code generation and property merging in `SDLCompiler`. - Removed unused or redundant code (e.g., `IncludesBlock` parser). - Updated comments, documentation, and error handling for clarity.
19 lines
838 B
XML
19 lines
838 B
XML
<?xml version="1.0" encoding="utf-8" ?>
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<Application
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x:Class="Ghost.Editor.App"
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xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
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xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
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xmlns:core="using:Ghost.Editor.Core.Controls"
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xmlns:local="using:Ghost.Editor">
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<Application.Resources>
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<ResourceDictionary>
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<ResourceDictionary.MergedDictionaries>
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<XamlControlsResources xmlns="using:Microsoft.UI.Xaml.Controls" />
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<ResourceDictionary Source="ms-appx:///Microsoft.UI.Xaml/DensityStyles/Compact.xaml" />
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<core:ControlsDictionary />
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<ResourceDictionary Source="/Themes/Override.xaml" />
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</ResourceDictionary.MergedDictionaries>
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</ResourceDictionary>
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</Application.Resources>
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</Application>
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