feat(render): refactor pipeline & shader system for DX12 WG
Major refactor of render pipeline and shader system: - Replaced legacy shader properties with source generator and attribute-based HLSL struct generation. - Introduced ShaderPropertiesRegistry for runtime property layout/code registration. - Added modular IRenderPipeline, IRenderPipelineSettings, and IRenderPayload interfaces. - Implemented GhostRenderPipeline and ECS-driven GPUScene management. - Added experimental DirectX 12 Work Graph support. - Refactored shader compilation, variant hashing, and caching. - Updated APIs for consistency and improved codegen for registration. These changes modernize the rendering infrastructure for advanced features like work graphs and dynamic pipelines. BREAKING CHANGE: Shader DSL, pipeline, and property APIs have changed. Existing shaders and pipeline integrations must be updated.
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@@ -150,7 +150,7 @@ internal sealed class RenderGraphExecutor
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: AttachmentStoreOp.NoAccess,
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};
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commandBuffer.BeginRenderPass(new Span<PassRenderTargetDesc>(pPassRTDescs, nativePass.colorAttachmentCount), depthDesc);
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commandBuffer.BeginRenderPass(new Span<PassRenderTargetDesc>(pPassRTDescs, nativePass.colorAttachmentCount), in depthDesc);
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for (var i = 0; i < nativePass.colorAttachmentCount; i++)
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{
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