Refactor shader pipeline and improve modularity
- Added `generatedCodePath` to `FullPassDescriptor` for better shader code organization. - Removed redundant `IID_PPV_ARGS` method and unused `Misaki.HighPerformance.Unsafe` reference. - Refactored `Material` and `MaterialAccessor` to use `CBuffer` and updated buffer size handling. - Renamed command buffer variables in `RenderingContext` for consistency. - Updated `D3D12PipelineLibrary` to cache compiled shader results and added `ShaderPassKey`. - Refactored `D3D12GraphicsEngine` to integrate `_copyCommandBuffer` lifecycle. - Enhanced `D3D12ResourceAllocator` with shader pass creation using constant buffer info. - Simplified `D3D12ShaderCompiler` with `GENERATED_CODE_PATH` support and improved reflection handling. - Introduced `CBufferPropertyInfo` and `CBufferInfo` structs for better encapsulation. - Updated HLSL shaders to use `g_PerMaterialData` and dynamic includes. - Improved error handling in `SDLCompiler` with try-catch blocks and better messages. - Refactored `test.gshader` to use dynamically generated includes. - Fixed typos, improved code readability, and removed unused code.
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@@ -77,6 +77,7 @@ public class FullPassDescriptor : IPassDescriptor
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public ShaderEntryPoint taskShader;
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public ShaderEntryPoint meshShader;
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public ShaderEntryPoint pixelShader;
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public string? generatedCodePath;
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public List<string>? defines;
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public List<string>? includes;
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public List<KeywordsGroup>? keywords;
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@@ -101,4 +102,4 @@ public class ShaderDescriptor
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public string name = string.Empty;
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public List<PropertyDescriptor> globalProperties = new();
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public List<IPassDescriptor> passes = new();
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}
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}
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