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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@@ -9,7 +9,7 @@ namespace Ghost.Graphics.Core;
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[StructLayout(LayoutKind.Sequential)]
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public struct Vertex
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{
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public unsafe static class Semantic
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public static class Semantic
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{
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public const DXGI_FORMAT ALIGNED_FORMAT = DXGI_FORMAT.DXGI_FORMAT_R32G32B32A32_FLOAT;
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public const int COUNT = 5;
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