forked from Misaki/GhostEngine
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.
33 lines
921 B
C#
33 lines
921 B
C#
using Ghost.Core;
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namespace Ghost.Graphics.Core;
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public readonly struct GPUResource;
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public readonly struct Texture;
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public readonly struct GraphicsBuffer;
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public readonly struct Sampler;
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public static class ResourceHandleExtensions
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{
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public static Handle<GPUResource> AsResource(this Handle<Texture> texture)
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{
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return new Handle<GPUResource>(texture.ID, texture.Generation);
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}
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public static Handle<GPUResource> AsResource(this Handle<GraphicsBuffer> buffer)
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{
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return new Handle<GPUResource>(buffer.ID, buffer.Generation);
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}
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internal static Handle<Texture> AsTexture(this Handle<GPUResource> resource)
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{
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return new Handle<Texture>(resource.ID, resource.Generation);
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}
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internal static Handle<GraphicsBuffer> AsGraphicsBuffer(this Handle<GPUResource> resource)
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{
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return new Handle<GraphicsBuffer>(resource.ID, resource.Generation);
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}
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}
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