feat(shader): refactor and enhance shader compilation
Refactored shader compilation and resource management systems: - Introduced `DXCShaderCompiler` for HLSL compilation and reflection. - Added `BuildFinalShaderCode` method for robust shader code generation. - Replaced raw strings with `ShaderEntryPoint` struct for shader paths. - Updated `RenderContext` and `RenderGraphContext` for new pipeline methods. - Added thread-safe resource management methods in `ResourceManager`. - Introduced `DXCShaderReflectionData` for shader reflection handling. - Removed redundant code and simplified `ShaderPropertiesRegistry`. BREAKING CHANGE: Updated shader and resource APIs to use new structures and methods.
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@@ -191,7 +191,7 @@ struct {info.Name}
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codeBuilder.Clear();
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var typeFullName = info.TypeSymbol.ToDisplayString(SymbolDisplayFormat.FullyQualifiedFormat);
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registerBuilder.AppendLine($@" global::Ghost.Core.Graphics.ShaderPropertiesRegistry.Register(""{info.ShaderName}"", {typeFullName}.HLSL_SOURCE, (uint)sizeof({typeFullName}));");
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registerBuilder.AppendLine($@" global::Ghost.DSL.ShaderPropertiesRegistry.Register(""{info.ShaderName}"", {typeFullName}.HLSL_SOURCE, (uint)sizeof({typeFullName}));");
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}
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var registerTypeName = "g_shaderproperty_registeration";
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