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.
This commit is contained in:
2025-11-23 15:02:37 +09:00
parent 5c4e1a3350
commit dfe786a2aa
46 changed files with 1193 additions and 733 deletions

View File

@@ -73,7 +73,7 @@ internal static partial class ShaderStructGenerator
var name = $"{CamelCaseToUnderscoreRegex().Replace(enumName, "_$1")}_{names[i]}";
var value = values.GetValue(i);
// sb.Append(@$"
//{name} = {value},");
//{name} = {Value},");
sb.Append(@$"
#define {name.ToUpperInvariant()} {value}"); // Use #define for capability. Enum is only support for newer HLSL versions.
}