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.
23 lines
738 B
XML
23 lines
738 B
XML
<?xml version="1.0" encoding="utf-8" ?>
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<Window
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x:Class="Ghost.Graphics.Test.Windows.WorkGraphTestWindow"
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xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
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xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
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xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
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xmlns:local="using:Ghost.Graphics.Test.Windows"
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xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
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Title="WorkGraphTestWindow"
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mc:Ignorable="d">
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<Window.SystemBackdrop>
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<MicaBackdrop />
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</Window.SystemBackdrop>
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<Grid>
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<SwapChainPanel
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x:Name="Panel"
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HorizontalAlignment="Stretch"
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VerticalAlignment="Stretch" />
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</Grid>
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</Window>
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