Refactor descriptor handling and shader compilation
Refactored descriptor allocation and release logic by introducing `IDescriptorAllocator` and replacing `DescriptorHeapAllocator` with `D3D12DescriptorHeap`. Updated descriptor structs to include validation properties and improved memory management with `ReadOnlySpan`. Enhanced shader compilation by introducing `ShaderStage` and `CompilerVersion` enums, enabling more flexible and maintainable shader handling. Refactored `Mesh` to use `IBuffer` for vertex and index buffers, added bindless descriptor support, and improved resource cleanup. Updated `RenderSystem` and other components for better initialization, error handling, and disposal logic. General improvements to code readability and maintainability.
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@@ -117,6 +117,7 @@ internal unsafe class D3D12CommandBuffer : ICommandBuffer
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throw new NotImplementedException();
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}
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// TODO: Batch draw calls by material to minimize state changes
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public void DrawMesh(Mesh mesh, Material material)
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{
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// Bind the bindless material (sets up root signature, pipeline state, and descriptor heaps)
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