Refactor D3D12 Resource Management
Refactored and renamed components related to D3D12 graphics programming, replacing "descriptor" with "viewGroup" to improve resource grouping and management. Updated `D3D12CommandBuffer`, `D3D12DescriptorAllocator`, and `D3D12PipelineLibrary` to reflect these changes. Simplified material and shader creation in `D3D12ResourceAllocator`. Enhanced `D3D12ResourceDatabase` with resource naming for debugging and improved management. Refactored `Shader` and `ShaderPass` to use modern C# features and `IResourceReleasable` interface. Introduced `D3D12Utility` for centralized utility methods. Updated `Material` class for efficient buffer creation. Renamed `ShaderCompiler` to `SDLCompiler` with improved error handling. Updated `MeshRenderPass` to use new shader compilation process. Various improvements in error handling, code readability, and utility methods.
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@@ -4,5 +4,5 @@ internal interface IBlockParser<T, U>
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{
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public static abstract bool ShouldEnter(Token token);
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public static abstract T? Parse(TokenStreamSlice ts);
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public static abstract U? SemanticAnalysis(T? syntax, List<ShaderError> errors);
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public static abstract U? SemanticAnalysis(T? syntax, List<SDLError> errors);
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}
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