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.
30 lines
929 B
C#
30 lines
929 B
C#
using Misaki.HighPerformance.LowLevel.Collections;
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using Misaki.HighPerformance.Mathematics;
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using System.Runtime.InteropServices;
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using TerraFX.Interop.DirectX;
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using Ghost.Graphics.Core;
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namespace Ghost.Graphics.Core;
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[StructLayout(LayoutKind.Sequential)]
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public struct Vertex
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{
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public static class Semantic
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{
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public const DXGI_FORMAT ALIGNED_FORMAT = DXGI_FORMAT.DXGI_FORMAT_R32G32B32A32_FLOAT;
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public const int COUNT = 5;
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public static readonly FixedText32 position = new("POSITION");
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public static readonly FixedText32 normal = new("NORMAL");
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public static readonly FixedText32 tangent = new("TANGENT");
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public static readonly FixedText32 uv = new("TEXCOORD");
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public static readonly FixedText32 color = new("COLOR");
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}
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public float4 position;
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public float4 normal;
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public float4 tangent;
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public float4 uv;
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public Color128 color;
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}
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