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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@@ -30,11 +30,7 @@ if (model == null)
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}
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var descriptor = SDLCompiler.ResolveShader(model);
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foreach (var pass in descriptor.passes)
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{
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SDLCompiler.GeneratePass(pass, "C:/Users/Misaki/Downloads/Archive");
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}
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SDLCompiler.GenerateShaderCode(descriptor, "C:/Users/Misaki/Downloads/Archive");
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Console.WriteLine("Shader compiled successfully:");
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