Add sampler support and refactor resource handling
Enhanced shader and resource systems with `Sampler` support, including updates to `ShaderPropertyType`, HLSL code, and resource management. Refactored `Result` structs for better type safety and added new enums for texture and comparison settings. Improved `MeshRenderPass` to dynamically load textures and samplers. Updated SDL compiler and token lexicon for `Sampler` handling. Embedded debug info in project files and streamlined resource state tracking.
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@@ -91,6 +91,13 @@ public interface ICommandBuffer : IDisposable
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/// <param name="stateAfter">The desired state of the resource after the transition.</param>
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void ResourceBarrier(Handle<GPUResource> resource, ResourceState stateBefore, ResourceState stateAfter);
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/// <summary>
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/// Inserts a resource barrier for state transitions. The current state is tracked internally.
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/// </summary>
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/// <param name="resource">A handle to the GPU resource to transition.</param>
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/// <param name="stateAfter">The desired state of the resource after the transition.</param>
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void ResourceBarrier(Handle<GPUResource> resource, ResourceState stateAfter);
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/// <summary>
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/// Sets the pipeline state object
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/// </summary>
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