Refactor and optimize rendering pipeline
- Added `<IsTrimmable>` property in project files for trimming. - Replaced bindless texture types with non-bindless equivalents. - Refactored `ShaderDescriptor` and `ShaderPass` for better modularity. - Introduced `ShaderDescriptorExtensions` for property size calculations. - Simplified constant buffer handling in `Material.cs`. - Improved resource management in `D3D12` components. - Added support for static meshes and optimized resource barriers. - Refactored shader code generation and property merging in `SDLCompiler`. - Removed unused or redundant code (e.g., `IncludesBlock` parser). - Updated comments, documentation, and error handling for clarity.
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@@ -10,17 +10,18 @@
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
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<IsAotCompatible>True</IsAotCompatible>
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<DefineConstants>$(DefineConstants);PLATEFORME_WIN64</DefineConstants>
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<IsTrimmable>True</IsTrimmable>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
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<IsAotCompatible>True</IsAotCompatible>
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<DefineConstants>$(DefineConstants);PLATEFORME_WIN64</DefineConstants>
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<IsTrimmable>True</IsTrimmable>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="Misaki.HighPerformance" Version="1.0.1" />
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<PackageReference Include="Misaki.HighPerformance.Jobs" Version="1.1.0" />
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<PackageReference Include="Misaki.HighPerformance.LowLevel" Version="1.2.1" />
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<PackageReference Include="Misaki.HighPerformance.LowLevel" Version="1.2.5" />
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<PackageReference Include="Misaki.HighPerformance.Mathematics" Version="1.2.6" />
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<PackageReference Include="System.IO.Hashing" Version="10.0.0" />
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<PackageReference Include="TerraFX.Interop.Windows" Version="10.0.26100.5" />
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