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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@@ -307,7 +307,7 @@ internal unsafe class D3D12CommandBuffer : ICommandBuffer
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ThrowIfNotRecording();
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IncrementCommandCount();
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var shaderPipeline = _pipelineLibrary.LoadGraphicsPSO(pipelineKey).GetValueOrThrow();
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var shaderPipeline = _pipelineLibrary.GetGraphicsPSO(pipelineKey).GetValueOrThrow();
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_commandList.Get()->SetPipelineState(shaderPipeline.value);
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}
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