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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@@ -28,6 +28,11 @@ internal unsafe class D3D12RenderDevice : IRenderDevice
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public ICommandQueue ComputeQueue => _computeQueue;
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public ICommandQueue CopyQueue => _copyQueue;
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public FeatureSupport FeatureSupport
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{
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get;
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}
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public SharedPtr<IDXGIFactory7> DXGIFactory => _dxgiFactory.Share();
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public SharedPtr<ID3D12Device14> NativeDevice => _device.Share();
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public SharedPtr<IDXGIAdapter1> Adapter => _adapter.Share();
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@@ -51,6 +56,8 @@ internal unsafe class D3D12RenderDevice : IRenderDevice
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_graphicsQueue = new D3D12CommandQueue(_device.Get(), CommandQueueType.Graphics);
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_computeQueue = new D3D12CommandQueue(_device.Get(), CommandQueueType.Compute);
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_copyQueue = new D3D12CommandQueue(_device.Get(), CommandQueueType.Copy);
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FeatureSupport = GetFeatureSupport();
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}
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~D3D12RenderDevice()
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@@ -95,7 +102,7 @@ internal unsafe class D3D12RenderDevice : IRenderDevice
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_device.Attach(pDevice);
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}
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public FeatureSupport GetFeatureSupport()
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private FeatureSupport GetFeatureSupport()
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{
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ObjectDisposedException.ThrowIf(_disposed, this);
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@@ -142,6 +149,15 @@ internal unsafe class D3D12RenderDevice : IRenderDevice
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}
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}
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D3D12_FEATURE_DATA_D3D12_OPTIONS21 options9 = default;
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if (_device.Get()->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS21, &options9, (uint)sizeof(D3D12_FEATURE_DATA_D3D12_OPTIONS8)).SUCCEEDED)
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{
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if (options9.WorkGraphsTier != D3D12_WORK_GRAPHS_TIER.D3D12_WORK_GRAPHS_TIER_NOT_SUPPORTED)
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{
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support |= FeatureSupport.WorkGraphs;
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}
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}
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return support;
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}
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