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:
@@ -77,41 +77,136 @@ internal unsafe static class D3D12Utility
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public static D3D12_RESOURCE_STATES ToD3D12States(this ResourceState state)
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{
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return state switch
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var d3dStates = D3D12_RESOURCE_STATES.D3D12_RESOURCE_STATE_COMMON;
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if (state.HasFlag(ResourceState.VertexAndConstantBuffer))
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{
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ResourceState.Common or ResourceState.Present => D3D12_RESOURCE_STATE_COMMON,
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ResourceState.VertexAndConstantBuffer => D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER,
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ResourceState.IndexBuffer => D3D12_RESOURCE_STATE_INDEX_BUFFER,
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ResourceState.RenderTarget => D3D12_RESOURCE_STATE_RENDER_TARGET,
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ResourceState.UnorderedAccess => D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
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ResourceState.DepthWrite => D3D12_RESOURCE_STATE_DEPTH_WRITE,
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ResourceState.DepthRead => D3D12_RESOURCE_STATE_DEPTH_READ,
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ResourceState.PixelShaderResource => D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
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ResourceState.CopyDest => D3D12_RESOURCE_STATE_COPY_DEST,
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ResourceState.CopySource => D3D12_RESOURCE_STATE_COPY_SOURCE,
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ResourceState.GenericRead => D3D12_RESOURCE_STATE_GENERIC_READ,
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ResourceState.IndirectArgument => D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT,
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ResourceState.NonPixelShaderResource => D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE,
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_ => throw new ArgumentException($"Unknown resource state: {state}")
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};
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d3dStates |= D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
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}
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if (state.HasFlag(ResourceState.IndexBuffer))
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{
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d3dStates |= D3D12_RESOURCE_STATE_INDEX_BUFFER;
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}
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if (state.HasFlag(ResourceState.RenderTarget))
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{
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d3dStates |= D3D12_RESOURCE_STATE_RENDER_TARGET;
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}
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if (state.HasFlag(ResourceState.UnorderedAccess))
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{
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d3dStates |= D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
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}
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if (state.HasFlag(ResourceState.DepthWrite))
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{
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d3dStates |= D3D12_RESOURCE_STATE_DEPTH_WRITE;
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}
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if (state.HasFlag(ResourceState.DepthRead))
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{
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d3dStates |= D3D12_RESOURCE_STATE_DEPTH_READ;
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}
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if (state.HasFlag(ResourceState.PixelShaderResource))
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{
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d3dStates |= D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
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}
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if (state.HasFlag(ResourceState.CopyDest))
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{
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d3dStates |= D3D12_RESOURCE_STATE_COPY_DEST;
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}
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if (state.HasFlag(ResourceState.CopySource))
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{
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d3dStates |= D3D12_RESOURCE_STATE_COPY_SOURCE;
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}
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if (state.HasFlag(ResourceState.GenericRead))
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{
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d3dStates |= D3D12_RESOURCE_STATE_GENERIC_READ;
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}
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if (state.HasFlag(ResourceState.IndirectArgument))
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{
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d3dStates |= D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT;
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}
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if (state.HasFlag(ResourceState.NonPixelShaderResource))
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{
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d3dStates |= D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
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}
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return d3dStates;
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}
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public static ResourceState ToResourceState(this D3D12_RESOURCE_STATES states)
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{
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return states switch
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var resourceState = ResourceState.Common;
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if (states.HasFlag(D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER))
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{
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D3D12_RESOURCE_STATE_COMMON => ResourceState.Common,
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D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER => ResourceState.VertexAndConstantBuffer,
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D3D12_RESOURCE_STATE_INDEX_BUFFER => ResourceState.IndexBuffer,
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D3D12_RESOURCE_STATE_RENDER_TARGET => ResourceState.RenderTarget,
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS => ResourceState.UnorderedAccess,
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D3D12_RESOURCE_STATE_DEPTH_WRITE => ResourceState.DepthWrite,
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D3D12_RESOURCE_STATE_DEPTH_READ => ResourceState.DepthRead,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE => ResourceState.PixelShaderResource,
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D3D12_RESOURCE_STATE_COPY_DEST => ResourceState.CopyDest,
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D3D12_RESOURCE_STATE_COPY_SOURCE => ResourceState.CopySource,
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_ => throw new ArgumentException($"Unknown D3D12 resource state: {states}")
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};
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resourceState |= ResourceState.VertexAndConstantBuffer;
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}
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if (states.HasFlag(D3D12_RESOURCE_STATE_INDEX_BUFFER))
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{
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resourceState |= ResourceState.IndexBuffer;
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}
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if (states.HasFlag(D3D12_RESOURCE_STATE_RENDER_TARGET))
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{
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resourceState |= ResourceState.RenderTarget;
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}
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if (states.HasFlag(D3D12_RESOURCE_STATE_UNORDERED_ACCESS))
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{
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resourceState |= ResourceState.UnorderedAccess;
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}
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if (states.HasFlag(D3D12_RESOURCE_STATE_DEPTH_WRITE))
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{
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resourceState |= ResourceState.DepthWrite;
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}
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if (states.HasFlag(D3D12_RESOURCE_STATE_DEPTH_READ))
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{
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resourceState |= ResourceState.DepthRead;
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}
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if (states.HasFlag(D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE))
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{
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resourceState |= ResourceState.PixelShaderResource;
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}
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if (states.HasFlag(D3D12_RESOURCE_STATE_COPY_DEST))
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{
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resourceState |= ResourceState.CopyDest;
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}
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if (states.HasFlag(D3D12_RESOURCE_STATE_COPY_SOURCE))
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{
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resourceState |= ResourceState.CopySource;
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}
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if (states.HasFlag(D3D12_RESOURCE_STATE_GENERIC_READ))
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{
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resourceState |= ResourceState.GenericRead;
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}
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if (states.HasFlag(D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT))
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{
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resourceState |= ResourceState.IndirectArgument;
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}
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if (states.HasFlag(D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE))
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{
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resourceState |= ResourceState.NonPixelShaderResource;
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}
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return resourceState;
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}
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public static D3D12_FILTER ToD3D12Filter(this TextureFilterMode filterMode)
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