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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@@ -36,9 +36,7 @@ internal class PassSyntax
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{
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public Token name;
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public PipelineSyntax? localPipeline;
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public PropertiesSyntax? localProperties;
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public List<Token>? defines;
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public List<Token>? includes;
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public List<FunctionCallDeclaration>? keywords;
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public List<FunctionCallDeclaration>? functionCalls;
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}
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