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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@@ -30,7 +30,7 @@ internal class KeywordsBlock : IBlockParser<List<FunctionCallDeclaration>, List<
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return keywords;
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}
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public static List<KeywordsGroup>? SemanticAnalysis(List<FunctionCallDeclaration>? syntax, List<ShaderError> errors)
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public static List<KeywordsGroup>? SemanticAnalysis(List<FunctionCallDeclaration>? syntax, List<SDLError> errors)
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{
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if (syntax == null)
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{
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@@ -42,7 +42,7 @@ internal class KeywordsBlock : IBlockParser<List<FunctionCallDeclaration>, List<
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{
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if (keyword.arguments == null || keyword.arguments.Count == 0)
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{
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errors.Add(new ShaderError
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errors.Add(new SDLError
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{
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message = $"Function '{keyword.name.lexeme}' must have at least one argument.",
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line = keyword.name.line,
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@@ -61,7 +61,7 @@ internal class KeywordsBlock : IBlockParser<List<FunctionCallDeclaration>, List<
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group.type = KeywordType.Static;
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break;
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default:
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errors.Add(new ShaderError
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errors.Add(new SDLError
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{
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message = $"Unknown function name '{keyword.name.lexeme}'.",
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line = keyword.name.line,
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