Files
GhostEngine/Ghost.Shader/Compiler/SDLSemantics.cs
Misaki bd97d233cb Refactor and optimize rendering pipeline
- 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.
2025-11-28 18:58:50 +09:00

46 lines
1.0 KiB
C#

using Ghost.Core.Graphics;
namespace Ghost.SDL.Compiler;
public enum PropertyScope
{
Global,
Local,
}
internal class PropertySemantic
{
public PropertyScope scope;
public ShaderPropertyType type;
public string name = string.Empty;
public object? defaultValue;
}
internal class PipelineSemantic
{
public ZTestOptions? zTest;
public ZWriteOptions? zWrite;
public CullOptions? cull;
public BlendOptions? blend;
public uint? colorMask;
}
internal class PassSemantic
{
public string name = string.Empty;
public ShaderEntryPoint taskShader;
public ShaderEntryPoint meshShader;
public ShaderEntryPoint pixelShader;
public List<string>? defines;
public List<KeywordsGroup>? keywords;
public PipelineSemantic? localPipeline;
}
internal class SDLSemantics
{
public string name = string.Empty;
public string fallback = string.Empty;
public List<PropertySemantic>? properties;
public PipelineSemantic? pipeline;
public List<PassSemantic>? passes;
}