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.
This commit is contained in:
2025-11-14 19:41:36 +09:00
parent 708b8cd065
commit d91d6f6e57
20 changed files with 325 additions and 321 deletions

View File

@@ -41,13 +41,6 @@ internal static unsafe partial class Win32Utility
return new IID_PPV(Windows.__uuidof<T>(), comPtr.PPV());
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static IID_PPV IID_PPV_ARGS<T>(T** ppv)
where T : unmanaged, IUnknown.Interface
{
return new IID_PPV(Windows.__uuidof<T>(), (void**)ppv);
}
[Conditional("DEBUG")]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void Assert(this HRESULT hr)