Refactor core systems and improve resource management
- Updated dependencies, including `Misaki.HighPerformance` and `TerraFX.Interop`. - Refactored `Result` struct for better error handling and chaining. - Removed `Ptr<T>` struct as it was no longer necessary. - Enhanced `Win32Utility` with `Attach` and `Dispose` methods. - Improved `ProjectService` and `AppStateMachine` with `Result` integration. - Refactored `IShaderCompiler` to support SPIR-V cross-compilation and pass-level compilation. - Standardized Direct3D12 resource management with `UniquePtr` and added `D3D12Object` base class. - Improved shader reflection validation and pipeline creation in `D3D12PipelineLibrary`. - Updated `SDLCompiler` for better error handling during shader generation. - Enhanced logging, debugging, and code readability across the codebase. - Performed general code cleanup, including unused namespace removal and naming consistency.
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@@ -73,7 +73,7 @@ internal static partial class ShaderStructGenerator
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var name = $"{CamelCaseToUnderscoreRegex().Replace(enumName, "_$1")}_{names[i]}";
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var value = values.GetValue(i);
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// sb.Append(@$"
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//{name} = {value},");
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//{name} = {Value},");
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sb.Append(@$"
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#define {name.ToUpperInvariant()} {value}"); // Use #define for capability. Enum is only support for newer HLSL versions.
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}
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