- Added new C# formatting rules in .editorconfig. - Introduced `IKeyType`, `Key<T>`, and `Ptr<T>` structs. - Updated `Result` and `Result<T>` for implicit conversions. - Added AOT compatibility to project files. - Introduced a `Camera` class and refactored namespaces. - Enhanced rendering with bindless support and pipeline state management. - Refactored `D3D12CommandBuffer` for new rendering features. - Improved `D3D12PipelineLibrary` with disk caching methods. - Added support for UAVs and raw buffers in `D3D12ResourceAllocator`. - Improved shader compilation and reflection in `D3D12ShaderCompiler`. - Refactored descriptor heap and swap chain initialization. - Added enums and structs for rendering configurations. - Expanded `ICommandBuffer` and `IPipelineLibrary` interfaces. - Updated `MeshRenderPass` to align with the new pipeline. - Consolidated namespaces and improved code maintainability.
30 lines
939 B
C#
30 lines
939 B
C#
using Misaki.HighPerformance.LowLevel.Collections;
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using Misaki.HighPerformance.Mathematics;
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using System.Runtime.InteropServices;
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using TerraFX.Interop.DirectX;
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using Ghost.Graphics.Core;
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namespace Ghost.Graphics.Core;
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[StructLayout(LayoutKind.Sequential)]
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public struct Vertex
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{
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public unsafe static class Semantic
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{
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public const DXGI_FORMAT ALIGNED_FORMAT = DXGI_FORMAT.DXGI_FORMAT_R32G32B32A32_FLOAT;
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public const int COUNT = 5;
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public static readonly FixedText32 position = new("POSITION");
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public static readonly FixedText32 normal = new("NORMAL");
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public static readonly FixedText32 tangent = new("TANGENT");
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public static readonly FixedText32 uv = new("TEXCOORD");
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public static readonly FixedText32 color = new("COLOR");
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}
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public float4 position;
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public float4 normal;
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public float4 tangent;
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public float4 uv;
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public Color128 color;
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}
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