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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@@ -108,7 +108,7 @@ public partial class EntityManager
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where T : ScriptComponent, new()
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{
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var location = _entityLocations.GetElementAt(entity.ID, entity.Generation);
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ref var archetype = ref _world.GetArchetypeReference(location.archetypeID);
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ref var archetype = ref _world.ComponentManager.GetArchetypeReference(location.archetypeID);
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var pManagedEntityRef = (ManagedEntityRef*)archetype.GetComponentData(location.chunkIndex, location.rowIndex, ComponentTypeID<ManagedEntityRef>.Value);
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if (pManagedEntityRef == null)
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