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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@@ -9,7 +9,8 @@
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<SupportedOSPlatformVersion>10.0.20348.0</SupportedOSPlatformVersion>
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<Nullable>enable</Nullable>
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<AllowUnsafeBlocks>True</AllowUnsafeBlocks>
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<LangVersion>preview</LangVersion>
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<!-- in .net 10, field keyword is not preview anymore, but we are still waiting roslyn team to update their code analyzer packages -->
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<langversion>preview</langversion>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="Microsoft.Windows.SDK.BuildTools" Version="10.0.26100.7175" />
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@@ -41,4 +42,4 @@
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<SubType>Designer</SubType>
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</Page>
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</ItemGroup>
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</Project>
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</Project>
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