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.
This commit is contained in:
2026-01-09 22:25:37 +09:00
parent c9be05fc60
commit 6a041f75ba
93 changed files with 1926 additions and 1390 deletions

View File

@@ -1,24 +1,24 @@
using Microsoft.UI.Xaml;
using Microsoft.UI.Xaml.Controls;
using System.Numerics;
using Misaki.HighPerformance.Mathematics;
namespace Ghost.Editor.Core.Controls;
[TemplatePart(Name = "XComponent", Type = typeof(NumberBox))]
[TemplatePart(Name = "YComponent", Type = typeof(NumberBox))]
[TemplatePart(Name = "ZComponent", Type = typeof(NumberBox))]
public sealed partial class Vector3Field : ValueControl<Vector3>
public sealed partial class Float3Field : ValueControl<float3>
{
private NumberBox? _xComponent;
private NumberBox? _yComponent;
private NumberBox? _zComponent;
public Vector3Field()
public Float3Field()
{
DefaultStyleKey = typeof(Vector3Field);
DefaultStyleKey = typeof(Float3Field);
}
protected override void ValueChanged(Vector3 oldValue, Vector3 newValue)
protected override void ValueChanged(float3 oldValue, float3 newValue)
{
SyncFromValue();
}
@@ -45,9 +45,9 @@ public sealed partial class Vector3Field : ValueControl<Vector3>
private void SyncFromValue()
{
SuppressChangedEvent = true;
_xComponent?.Value = Value.X;
_yComponent?.Value = Value.Y;
_zComponent?.Value = Value.Z;
_xComponent?.Value = Value.x;
_yComponent?.Value = Value.y;
_zComponent?.Value = Value.z;
SuppressChangedEvent = false;
}
@@ -58,7 +58,7 @@ public sealed partial class Vector3Field : ValueControl<Vector3>
return;
}
var newValue = new Vector3(
var newValue = new float3(
(float)(_xComponent?.Value ?? 0),
(float)(_yComponent?.Value ?? 0),
(float)(_zComponent?.Value ?? 0));
@@ -66,4 +66,4 @@ public sealed partial class Vector3Field : ValueControl<Vector3>
RiseChangedEvent(Value, newValue);
Value = newValue;
}
}
}