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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@@ -164,12 +164,17 @@ internal unsafe struct D3D12DescriptorHeap : IDisposable
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public void ReleaseDescriptors(int baseIndex, int count = 1)
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{
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if (baseIndex == _INVALID_DESCRIPTOR_INDEX)
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{
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return;
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}
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if (count == 0)
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{
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return;
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}
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if (baseIndex < _dynamicHeapStart)
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if (baseIndex >= _dynamicHeapStart)
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{
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// Dynamic allocations are not released individually.
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return;
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