Files
GhostEngine/Ghost.Graphics/Data/Vertex.cs
Misaki a39f377533 Refactor GPU resource management and rendering pipeline
- Introduced `Handle<T>` and `Identifier<T>` for lightweight, strongly-typed resource identifiers.
- Replaced `BitSet` with `UnsafeBitSet` for improved performance and memory safety.
- Refactored `Mesh` and `Material` into `MeshClass` and `MaterialClass` for better GPU resource handling.
- Added `D3D12ResourceDatabase` to centralize GPU resource tracking and lifecycle management.
- Updated `D3D12ShaderCompiler` to load shaders from disk and dynamically populate constant buffers and textures.
- Enhanced `ICommandBuffer` with new upload operations for buffers and textures.
- Refactored `Vertex` struct for simplified memory layout and better performance.
- Updated `MeshBuilder` and rendering logic to align with new resource and shader structures.
- Added `BindlessDescriptor` support to `TextureHandle` and `BufferHandle`.
- Removed unused classes and performed general cleanup.
- Updated unit tests and demos to reflect the new architecture.
2025-09-19 23:20:15 +09:00

28 lines
901 B
C#

using Misaki.HighPerformance.LowLevel.Collections;
using Misaki.HighPerformance.Mathematics;
using System.Runtime.InteropServices;
using Win32.Graphics.Dxgi.Common;
namespace Ghost.Graphics.Data;
[StructLayout(LayoutKind.Sequential)]
public struct Vertex
{
public unsafe static class Semantic
{
public const Format ALIGNED_FORMAT = Format.R32G32B32A32Float;
public const int COUNT = 5;
public static readonly FixedString32 position = new("POSITION");
public static readonly FixedString32 normal = new("NORMAL");
public static readonly FixedString32 tangent = new("TANGENT");
public static readonly FixedString32 uv = new("TEXCOORD");
public static readonly FixedString32 color = new("COLOR");
}
public float4 position;
public float4 normal;
public float4 tangent;
public float4 uv;
public Color128 color;
}