forked from Misaki/GhostEngine
Refactor: variant-aware shader/material pipeline overhaul
Major architectural update to graphics/material/shader system: - Introduced strongly-typed key structs (Key64/Key128) for passes, variants, and pipelines; removed legacy key types. - Implemented robust hashing and key generation utilities for efficient variant and pipeline lookup/caching. - Shader compiler now compiles/caches all keyword variants using new key system; includes handled as lists. - Switched to push constant root signature for per-draw data; updated HLSL and C# codegen accordingly. - Refactored Material, Shader, and Pass data structures for cache efficiency and variant support. - Pipeline library and PSO management now use 128-bit keys and variant-specific caching. - Replaced WorldNode with SceneNode in editor/scene graph; introduced ComponentManager for archetype/query management. - Migrated math utilities to Misaki.HighPerformance.Mathematics; updated editor controls. - Updated all HLSL and codegen for new buffer/push constant layouts and macros. - Misc: project reference cleanup, D3D12 Work Graph support, doc updates, and code modernization.
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@@ -1,9 +1,5 @@
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namespace Ghost.Core;
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public interface IHandleType;
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public interface IIdentifierType;
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public interface IKeyType;
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public readonly struct Handle<T> : IEquatable<Handle<T>>
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{
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public int ID
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@@ -139,19 +135,19 @@ public readonly struct Identifier<T> : IEquatable<Identifier<T>>
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public static implicit operator Identifier<T>(int value) => new Identifier<T>(value);
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}
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public readonly struct Key<T>
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public readonly struct Key64<T> : IEquatable<Key64<T>>
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{
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public ulong Value
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{
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get;
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}
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public Key(ulong value)
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public Key64(ulong value)
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{
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Value = value;
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}
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public static Key<T> Invalid => new(0);
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public static Key64<T> Invalid => new(0);
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public bool IsValid => this != Invalid;
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public bool IsInvalid => this == Invalid;
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@@ -161,28 +157,86 @@ public readonly struct Key<T>
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return Value.GetHashCode();
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}
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public readonly override bool Equals(object? obj)
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{
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return obj is Key<T> id && Equals(id);
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}
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public readonly bool Equals(Key<T> other)
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public readonly bool Equals(Key64<T> other)
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{
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return Value == other.Value;
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}
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public readonly int CompareTo(Key<T> other)
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public readonly int CompareTo(Key64<T> other)
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{
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return Value.CompareTo(other.Value);
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}
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public static bool operator ==(Key<T> a, Key<T> b)
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public readonly override bool Equals(object? obj)
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{
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return obj is Key64<T> id && Equals(id);
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}
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public override string ToString()
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{
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return Value.ToString("X16");
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}
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public static bool operator ==(Key64<T> a, Key64<T> b)
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{
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return a.Equals(b);
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}
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public static bool operator !=(Key<T> a, Key<T> b)
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public static bool operator !=(Key64<T> a, Key64<T> b)
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{
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return !a.Equals(b);
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}
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}
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public readonly struct Key128<T> : IEquatable<Key128<T>>
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{
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public UInt128 Value
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{
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get;
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}
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public Key128(UInt128 value)
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{
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Value = value;
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}
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public static Key128<T> Invalid => new(0);
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public bool IsValid => this != Invalid;
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public bool IsInvalid => this == Invalid;
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public readonly override int GetHashCode()
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{
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return Value.GetHashCode();
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}
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public readonly bool Equals(Key128<T> other)
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{
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return Value == other.Value;
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}
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public readonly int CompareTo(Key128<T> other)
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{
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return Value.CompareTo(other.Value);
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}
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public readonly override bool Equals(object? obj)
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{
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return obj is Key128<T> id && Equals(id);
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}
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public override string ToString()
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{
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return Value.ToString("X16");
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}
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public static bool operator ==(Key128<T> a, Key128<T> b)
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{
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return a.Equals(b);
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}
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public static bool operator !=(Key128<T> a, Key128<T> b)
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{
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return !a.Equals(b);
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}
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}
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