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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@@ -15,9 +15,9 @@ public interface IRenderer : IDisposable
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}
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/// <summary>
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/// Sets the render target for this renderer
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/// Sets the render Target for this renderer
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/// </summary>
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/// <param name="renderTarget">Render target to render into</param>
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/// <param name="renderTarget">Render Target to render into</param>
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public void SetRenderTarget(Handle<Texture> renderTarget);
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/// <summary>
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