Refactor asset pipeline to use file paths, improve import

- Switched asset handler interfaces and implementations to use file paths instead of FileStreams for all operations.
- Refactored mesh asset structure and parsing, moved meshlet logic to MeshProcessor, and introduced hierarchical MeshNode types.
- Updated texture asset handling: switched to bits-per-channel, improved mipmap/cubemap generation, and SPMD HDRI support.
- Updated shader asset handlers to use file paths and split code compilation logic.
- Improved asset registry: added event debouncing, better path handling, and import time/hash tracking.
- Added source generator for IAssetSettings registration to support polymorphic JSON serialization.
- Updated dependencies and tests; various minor fixes and cleanups.
This commit is contained in:
2026-04-25 18:23:21 +09:00
parent 4757c0c91a
commit 1a91811621
27 changed files with 1523 additions and 748 deletions

View File

@@ -1,4 +1,4 @@
using Ghost.MicroTest;
using Ghost.Test.Core;
TestRunner.Run<StbIBindingTest>();
TestRunner.Run<NvttBindingTest>();

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@@ -7,7 +7,7 @@ using System.Numerics;
//return;
#if true
var result = DSLShaderCompiler.CompileComputeShader("F:\\csharp\\GhostEngine\\src\\Runtime\\Ghost.Graphics\\TestCompute.gcomp");
var result = DSLShaderCompiler.CompileComputeShaderCode("F:\\csharp\\GhostEngine\\src\\Runtime\\Ghost.Graphics\\TestCompute.gcomp");
if (result.IsFailure)
{
Console.WriteLine(result.Message);