Refactor and enhance rendering pipeline
- Added new C# formatting rules in .editorconfig. - Introduced `IKeyType`, `Key<T>`, and `Ptr<T>` structs. - Updated `Result` and `Result<T>` for implicit conversions. - Added AOT compatibility to project files. - Introduced a `Camera` class and refactored namespaces. - Enhanced rendering with bindless support and pipeline state management. - Refactored `D3D12CommandBuffer` for new rendering features. - Improved `D3D12PipelineLibrary` with disk caching methods. - Added support for UAVs and raw buffers in `D3D12ResourceAllocator`. - Improved shader compilation and reflection in `D3D12ShaderCompiler`. - Refactored descriptor heap and swap chain initialization. - Added enums and structs for rendering configurations. - Expanded `ICommandBuffer` and `IPipelineLibrary` interfaces. - Updated `MeshRenderPass` to align with the new pipeline. - Consolidated namespaces and improved code maintainability.
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@@ -1,5 +1,4 @@
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using Ghost.Core;
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using Ghost.Graphics.Data;
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using Ghost.Graphics.RHI;
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using Misaki.HighPerformance.Collections;
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using Misaki.HighPerformance.LowLevel.Buffer;
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@@ -8,6 +7,7 @@ using System.Diagnostics;
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using System.Runtime.InteropServices;
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using TerraFX.Interop.DirectX;
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using TerraFX.Interop.Windows;
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using Ghost.Graphics.Core;
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namespace Ghost.Graphics.D3D12;
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@@ -369,7 +369,7 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
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var id = _shaders.Count;
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_shaders.Add(shader);
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return new Identifier<SDL>(id);
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return new Identifier<Shader>(id);
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}
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public bool HasShader(Identifier<Shader> id)
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@@ -487,4 +487,4 @@ internal class D3D12ResourceDatabase : IResourceDatabase, IDisposable
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GC.SuppressFinalize(this);
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}
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}
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}
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