Enhanced shader and resource systems with `Sampler` support, including updates to `ShaderPropertyType`, HLSL code, and resource management. Refactored `Result` structs for better type safety and added new enums for texture and comparison settings. Improved `MeshRenderPass` to dynamically load textures and samplers. Updated SDL compiler and token lexicon for `Sampler` handling. Embedded debug info in project files and streamlined resource state tracking.
28 lines
997 B
C#
28 lines
997 B
C#
using Ghost.Core;
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namespace Ghost.Graphics.D3D12;
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internal readonly struct RTVDescriptor : IIdentifierType;
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internal readonly struct DSVDescriptor : IIdentifierType;
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internal readonly struct CbvSrvUavDescriptor : IIdentifierType;
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internal readonly struct SamplerDescriptor : IIdentifierType;
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internal struct ResourceViewGroup
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{
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public Identifier<RTVDescriptor> rtv;
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public Identifier<DSVDescriptor> dsv;
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public Identifier<CbvSrvUavDescriptor> srv;
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public Identifier<CbvSrvUavDescriptor> cbv;
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public Identifier<CbvSrvUavDescriptor> uav;
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public Identifier<SamplerDescriptor> sampler;
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public static ResourceViewGroup Invalid => new()
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{
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rtv = Identifier<RTVDescriptor>.Invalid,
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dsv = Identifier<DSVDescriptor>.Invalid,
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srv = Identifier<CbvSrvUavDescriptor>.Invalid,
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cbv = Identifier<CbvSrvUavDescriptor>.Invalid,
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uav = Identifier<CbvSrvUavDescriptor>.Invalid,
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sampler = Identifier<SamplerDescriptor>.Invalid,
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};
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} |