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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@@ -1,5 +1,5 @@
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#ifndef PROPERTIES_HLSL
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#define PROPERTIES_HLSL
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#ifndef BUILTIN_PROPERTIES_HLSL
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#define BUILTIN_PROPERTIES_HLSL
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#include "F:/csharp/GhostEngine/Ghost.Shader/BuiltIn/Common.hlsl"
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@@ -48,4 +48,4 @@ TextureCubeArray GlobalTextureCubeArrayHeap[GLOBAL_TEXTURECUBE_ARRAY_HEAP_SIZE]
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SamplerState GlobalSamplerHeap[GLOBAL_SAMPLER_HEAP_SIZE] : register(s0);
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#endif
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#endif
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#endif // BUILTIN_PROPERTIES_HLSL
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