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:
2026-01-09 22:25:37 +09:00
parent c9be05fc60
commit 6a041f75ba
93 changed files with 1926 additions and 1390 deletions

View File

@@ -1,7 +1,5 @@
#include GENERATED_CODE_PATH
#include "F:/csharp/GhostEngine/Ghost.Shader/BuiltIn/Properties.hlsl"
#include "F:/csharp/GhostEngine/Ghost.Shader/BuiltIn/Common.hlsl"
#include "F:/csharp/GhostEngine/Ghost.DSL/BuiltIn/Properties.hlsl"
#include "F:/csharp/GhostEngine/Ghost.DSL/BuiltIn/Common.hlsl"
struct PixelInput
{
@@ -10,8 +8,8 @@ struct PixelInput
float4 uv : TEXCOORD0;
};
[NumThreads(3, 1, 1)] // 3 threads per triangle
[OutputTopology("triangle")]
[MESH_SHADER_THREADS(3)] // 3 threads per triangle
[OUTPUT_TRIANGLE_TOPOLOGY]
void MSMain(
uint3 groupThreadID : SV_GroupThreadID,
uint groupID : SV_GroupID,
@@ -19,11 +17,13 @@ void MSMain(
out indices uint3 outTris[1])
{
uint vertexId = groupThreadID.x;
Vertex v = LoadVertexData(vertexId, groupID.x, g_PerObjectData.vertexBuffer, g_PerObjectData.indexBuffer);
PerObjectData perObjectData = LoadData<PerObjectData>(g_PushConstantData.perObjectBuffer, 0);
Vertex v = LoadVertexData(vertexId, groupID.x, perObjectData.vertexBuffer, perObjectData.indexBuffer);
SetMeshOutputCounts(3, 1);
//v.position = mul(g_PerViewData.cameraMatrix, mul(g_PerObjectData.localToWorld, v.position));
// Write vertex output
outVerts[vertexId].position = v.position;
outVerts[vertexId].color = v.color;
@@ -38,12 +38,13 @@ void MSMain(
float4 PSMain(PixelInput input) : SV_TARGET
{
float4 color1 = SAMPLE_TEXTURE2D(g_PerMaterialData.texture1, g_PerMaterialData.tex_sampler, input.uv.xy);
float4 color2 = SAMPLE_TEXTURE2D(g_PerMaterialData.texture2, g_PerMaterialData.tex_sampler, input.uv.xy);
float4 color3 = SAMPLE_TEXTURE2D(g_PerMaterialData.texture3, g_PerMaterialData.tex_sampler, input.uv.xy);
float4 color4 = SAMPLE_TEXTURE2D(g_PerMaterialData.texture4, g_PerMaterialData.tex_sampler, input.uv.xy);
PerMaterialData perMaterialData = LoadData<PerMaterialData>(g_PushConstantData.perMaterialBuffer, 0);
float4 color1 = SAMPLE_TEXTURE2D(perMaterialData.texture1, perMaterialData.tex_sampler, input.uv.xy);
float4 color2 = SAMPLE_TEXTURE2D(perMaterialData.texture2, perMaterialData.tex_sampler, input.uv.xy);
float4 color3 = SAMPLE_TEXTURE2D(perMaterialData.texture3, perMaterialData.tex_sampler, input.uv.xy);
float4 color4 = SAMPLE_TEXTURE2D(perMaterialData.texture4, perMaterialData.tex_sampler, input.uv.xy);
float4 blendedColor = (color1 + color2 + color3 + color4) * 0.25f;
return g_PerMaterialData.color * blendedColor;
//return input.color;
return perMaterialData.color * blendedColor;
}