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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@@ -1114,7 +1114,7 @@ public unsafe partial struct EntityQuery
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// Iterate the Query's matching archetypes
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foreach (var archID in _matchingArchetypes)
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{
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ref var arch = ref world.GetArchetypeReference(archID);
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ref var arch = ref world.ComponentManager.GetArchetypeReference(archID);
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if (arch.ChunkCount == 0)
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{
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@@ -1255,7 +1255,7 @@ public unsafe partial struct EntityQuery
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// Iterate the Query's matching archetypes
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foreach (var archID in _matchingArchetypes)
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{
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ref var arch = ref world.GetArchetypeReference(archID);
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ref var arch = ref world.ComponentManager.GetArchetypeReference(archID);
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if (arch.ChunkCount == 0)
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{
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@@ -1423,7 +1423,7 @@ public unsafe partial struct EntityQuery
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// Iterate the Query's matching archetypes
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foreach (var archID in _matchingArchetypes)
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{
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ref var arch = ref world.GetArchetypeReference(archID);
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ref var arch = ref world.ComponentManager.GetArchetypeReference(archID);
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if (arch.ChunkCount == 0)
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{
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@@ -1618,7 +1618,7 @@ public unsafe partial struct EntityQuery
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// Iterate the Query's matching archetypes
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foreach (var archID in _matchingArchetypes)
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{
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ref var arch = ref world.GetArchetypeReference(archID);
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ref var arch = ref world.ComponentManager.GetArchetypeReference(archID);
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if (arch.ChunkCount == 0)
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{
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@@ -1840,7 +1840,7 @@ public unsafe partial struct EntityQuery
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// Iterate the Query's matching archetypes
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foreach (var archID in _matchingArchetypes)
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{
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ref var arch = ref world.GetArchetypeReference(archID);
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ref var arch = ref world.ComponentManager.GetArchetypeReference(archID);
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if (arch.ChunkCount == 0)
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{
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@@ -2089,7 +2089,7 @@ public unsafe partial struct EntityQuery
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// Iterate the Query's matching archetypes
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foreach (var archID in _matchingArchetypes)
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{
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ref var arch = ref world.GetArchetypeReference(archID);
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ref var arch = ref world.ComponentManager.GetArchetypeReference(archID);
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if (arch.ChunkCount == 0)
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{
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@@ -2365,7 +2365,7 @@ public unsafe partial struct EntityQuery
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// Iterate the Query's matching archetypes
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foreach (var archID in _matchingArchetypes)
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{
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ref var arch = ref world.GetArchetypeReference(archID);
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ref var arch = ref world.ComponentManager.GetArchetypeReference(archID);
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if (arch.ChunkCount == 0)
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{
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@@ -2668,7 +2668,7 @@ public unsafe partial struct EntityQuery
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// Iterate the Query's matching archetypes
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foreach (var archID in _matchingArchetypes)
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{
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ref var arch = ref world.GetArchetypeReference(archID);
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ref var arch = ref world.ComponentManager.GetArchetypeReference(archID);
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if (arch.ChunkCount == 0)
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{
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