Files
GhostEngine/Ghost.Graphics/Core/RootSignatureLayout.cs
Misaki 6a041f75ba 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.
2026-01-09 22:25:37 +09:00

76 lines
1.8 KiB
C#

using Misaki.HighPerformance.Mathematics;
using System.Runtime.InteropServices;
namespace Ghost.Graphics.Core;
/// <summary>
/// The layout of the root signature is:
/// <list space="bullet">
/// <item>
/// Global buffer (b0)
/// </item>
/// <item>
/// Per-view buffer (b1)
/// </item>
/// <item>
/// Per-object buffer (b2)
/// </item>
/// <item>
/// Per-material buffer (b3)
/// </item>
/// <item>
/// Descriptor table for bindless textures (t0)
/// </item>
/// <item>
/// Descriptor table for bindless samplers (s0)
/// </item>
/// </list>
/// </summary>
public static class RootSignatureLayout
{
// public const int GLOBAL_BUFFER_SLOT = 0;
// public const int PER_VIEW_BUFFER_SLOT = 1;
// public const int PER_OBJECT_BUFFER_SLOT = 2;
// public const int PER_MATERIAL_BUFFER_SLOT = 3;
// public const int TEXTURE_HEAP_SLOT = 0;
// public const int SAMPLER_HEAP_SLOT = 0;
public const int PUSH_CONSTANT_SLOT = 0;
public const int ROOT_PARAMETER_COUNT = 1;
}
[StructLayout(LayoutKind.Sequential, Size = 16)]
public struct PushConstantsData
{
public uint globalIndex;
public uint viewIndex;
public uint objectIndex;
public uint materialIndex;
}
// The size should be 176 bytes (16-byte aligned)
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct PerViewData
{
public float4x4 viewMatrix;
public float4x4 projectionMatrix;
public float3 cameraPosition;
public float nearClip;
public float3 cameraDirection;
public float farClip;
public float4 screenSize; // xy: size, zw: 1/size
};
// The size should be 96 bytes (16-byte aligned)
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct PerObjectData
{
public float4x4 localToWorld;
public float3 worldBoundsMin;
public uint vertexBuffer;
public float3 worldBoundsMax;
public uint indexBuffer;
};