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.
This commit is contained in:
41
Ghost.Engine/Core/Scene.cs
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41
Ghost.Engine/Core/Scene.cs
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using Ghost.Entities;
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namespace Ghost.Engine.Core;
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public partial class Scene
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{
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private static short s_nextSceneID = 0;
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}
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public partial class Scene : IDisposable
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{
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private readonly World _world;
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private readonly short _id;
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private bool _isDisposed;
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public World World => _world;
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public short ID => _id;
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public Scene(World world)
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{
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_world = world;
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_id = s_nextSceneID++;
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}
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~Scene()
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{
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Dispose();
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}
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public void Dispose()
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{
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if (_isDisposed)
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{
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return;
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}
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_isDisposed = true;
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GC.SuppressFinalize(this);
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}
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}
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