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:
@@ -38,5 +38,5 @@
|
||||
<Project Path="Ghost.Shader.Test/Ghost.Shader.Test.csproj" />
|
||||
<Project Path="Ghost.Test.Core/Ghost.Test.Core.csproj" />
|
||||
</Folder>
|
||||
<Project Path="Ghost.Shader/Ghost.SDL.csproj" />
|
||||
<Project Path="Ghost.DSL/Ghost.DSL.csproj" />
|
||||
</Solution>
|
||||
|
||||
Reference in New Issue
Block a user