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.
This commit is contained in:
2025-11-29 18:27:47 +09:00
parent bd97d233cb
commit 0ec318a9ab
30 changed files with 463 additions and 166 deletions

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@@ -60,7 +60,7 @@ public interface IResourceDatabase : IDisposable
/// </summary>
/// <param name="handle">A handle to the GPU resource for which to obtain the bindless index. Must reference a valid, currently registered resource.</param>
/// <returns>The bindless index corresponding to the specified GPU resource handle. -1 if the resource does not support bindless access or is not found.</returns>
int GetBindlessIndex(Handle<GPUResource> handle);
Result<uint, ResultStatus> GetBindlessIndex(Handle<GPUResource> handle);
/// <summary>
/// Retrieves the name of the GPU resource associated with the specified handle.
@@ -78,6 +78,23 @@ public interface IResourceDatabase : IDisposable
/// <param name="handle">The handle of the resource to be removed.</param>
void ReleaseResource(Handle<GPUResource> handle);
/// <summary>
/// Retrieves an existing sampler identifier that matches the specified description, or creates a new one if none
/// exists.
/// </summary>
/// <param name="desc">A read-only reference to a <see cref="SamplerDesc"/> structure that defines the properties of the sampler to retrieve or create.</param>
/// <param name="id">An integer identifier to associate with the sampler.</param>
/// <returns>An <see cref="Identifier{Sampler}"/> representing the sampler that matches the specified description.
/// If a matching sampler does not exist, a new sampler is created and its identifier is returned.</returns>
Identifier<Sampler> CreateSampler(ref readonly SamplerDesc desc, int id);
/// <summary>
/// Determines whether a sampler with the specified identifier exists.
/// </summary>
/// <param name="id">The identifier of the sampler to check for existence.</param>
/// <returns>true if a sampler with the given identifier exists; otherwise, false.</returns>
bool TryGetSampler(ref readonly SamplerDesc desc, out Identifier<Sampler> id);
/// <summary>
/// Adds a mesh to the resource database and returns its handle.
/// </summary>