- Added `<IsTrimmable>` property in project files for trimming. - Replaced bindless texture types with non-bindless equivalents. - Refactored `ShaderDescriptor` and `ShaderPass` for better modularity. - Introduced `ShaderDescriptorExtensions` for property size calculations. - Simplified constant buffer handling in `Material.cs`. - Improved resource management in `D3D12` components. - Added support for static meshes and optimized resource barriers. - Refactored shader code generation and property merging in `SDLCompiler`. - Removed unused or redundant code (e.g., `IncludesBlock` parser). - Updated comments, documentation, and error handling for clarity.
46 lines
1.0 KiB
C#
46 lines
1.0 KiB
C#
using Ghost.Core.Graphics;
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namespace Ghost.SDL.Compiler;
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public enum PropertyScope
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{
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Global,
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Local,
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}
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internal class PropertySemantic
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{
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public PropertyScope scope;
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public ShaderPropertyType type;
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public string name = string.Empty;
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public object? defaultValue;
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}
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internal class PipelineSemantic
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{
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public ZTestOptions? zTest;
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public ZWriteOptions? zWrite;
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public CullOptions? cull;
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public BlendOptions? blend;
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public uint? colorMask;
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}
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internal class PassSemantic
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{
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public string name = string.Empty;
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public ShaderEntryPoint taskShader;
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public ShaderEntryPoint meshShader;
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public ShaderEntryPoint pixelShader;
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public List<string>? defines;
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public List<KeywordsGroup>? keywords;
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public PipelineSemantic? localPipeline;
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}
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internal class SDLSemantics
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{
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public string name = string.Empty;
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public string fallback = string.Empty;
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public List<PropertySemantic>? properties;
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public PipelineSemantic? pipeline;
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public List<PassSemantic>? passes;
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} |