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.
28 lines
925 B
C#
28 lines
925 B
C#
using Ghost.Core;
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namespace Ghost.Graphics.D3D12;
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internal readonly struct RTVDescriptor;
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internal readonly struct DSVDescriptor;
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internal readonly struct CbvSrvUavDescriptor;
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internal readonly struct SamplerDescriptor;
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internal struct ResourceViewGroup
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{
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public Identifier<RTVDescriptor> rtv;
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public Identifier<DSVDescriptor> dsv;
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public Identifier<CbvSrvUavDescriptor> srv;
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public Identifier<CbvSrvUavDescriptor> cbv;
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public Identifier<CbvSrvUavDescriptor> uav;
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public Identifier<SamplerDescriptor> sampler;
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public static ResourceViewGroup Invalid => new()
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{
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rtv = Identifier<RTVDescriptor>.Invalid,
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dsv = Identifier<DSVDescriptor>.Invalid,
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srv = Identifier<CbvSrvUavDescriptor>.Invalid,
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cbv = Identifier<CbvSrvUavDescriptor>.Invalid,
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uav = Identifier<CbvSrvUavDescriptor>.Invalid,
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sampler = Identifier<SamplerDescriptor>.Invalid,
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};
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} |