Files
GhostEngine/Ghost.Core/Utilities/Hash.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

44 lines
1.2 KiB
C#

using System.Runtime.CompilerServices;
namespace Ghost.Core.Utilities;
public static class Hash
{
private const ulong _PRIME1 = 0xfa517d6985796b7bul;
private const ulong _PRIME2 = 0x589578278297b985ul;
private const ulong _PRIME3 = 0x221147a447814b73ul;
private const ulong _PRIME4 = 0x9e3779b97f4a7c15ul; // Golden Ratio
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static ulong Hash64(ulong a, ulong b)
{
return a ^ (b * _PRIME4 + (a << 6) + (a >> 2));
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static ulong Hash64(ulong a, ulong b, ulong c)
{
ulong h1 = a * _PRIME1;
ulong h2 = b * _PRIME2;
ulong h3 = c * _PRIME3;
ulong h = h1 ^ h2 ^ h3;
h = (h ^ (h >> 33)) * _PRIME4;
return h ^ (h >> 29);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static ulong Hash64(ulong a, ulong b, ulong c, ulong d)
{
ulong h1 = a * _PRIME1;
ulong h2 = b * _PRIME2;
ulong h3 = c * _PRIME3;
ulong h4 = d * _PRIME4;
ulong h = h1 ^ h2 ^ h3 ^ h4;
h = (h ^ (h >> 33)) * _PRIME1;
return h ^ (h >> 29);
}
}