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.
This commit is contained in:
2026-01-09 22:25:37 +09:00
parent c9be05fc60
commit 6a041f75ba
93 changed files with 1926 additions and 1390 deletions

View File

@@ -3,41 +3,45 @@ using Ghost.Editor.Core.Inspector;
using Ghost.Engine.Components;
using Ghost.Engine.Utilities;
using Microsoft.UI.Xaml.Controls;
using Misaki.HighPerformance.Mathematics;
namespace Ghost.Editor.Components;
[CustomEditor(typeof(LocalToWorld))]
internal class LocalToWorldEditor : ComponentEditor
{
private Vector3Field _translationField = null!;
private Vector3Field _rotationField = null!;
private Vector3Field _scaleField = null!;
private Float3Field _translationField = null!;
private Float3Field _rotationField = null!;
private Float3Field _scaleField = null!;
public override void Create(StackPanel container)
{
_translationField = new Vector3Field();
_rotationField = new Vector3Field();
_scaleField = new Vector3Field();
_translationField = new Float3Field();
_rotationField = new Float3Field();
_scaleField = new Float3Field();
_translationField.OnValueChanged += (s, e) =>
{
var data = ComponentObject.GetData<LocalToWorld>();
MatrixUtility.GetTRS(data.ValueRO.matrix, out var _, out var oldRotation, out var oldScale);
data.ValueRW.matrix = MatrixUtility.CreateTRS(e.NewValue, oldRotation, oldScale);
ref var data = ref ComponentObject.GetData<LocalToWorld>();
data.matrix.c3.xyz = e.NewValue;
};
_rotationField.OnValueChanged += (s, e) =>
{
var data = ComponentObject.GetData<LocalToWorld>();
MatrixUtility.GetTRS(data.ValueRO.matrix, out var oldTranslation, out var _, out var oldScale);
data.ValueRW.matrix = MatrixUtility.CreateTRS(oldTranslation, e.NewValue.ToQuaternion(), oldScale);
ref var data = ref ComponentObject.GetData<LocalToWorld>();
var newRotation = quaternion.EulerXYZ(e.NewValue * math.TORADIANS);
data.matrix.GetTRS(out var oldTranslation, out var _, out var oldScale);
data.matrix = float4x4.TRS(oldTranslation, newRotation, oldScale);
};
_scaleField.OnValueChanged += (s, e) =>
{
var data = ComponentObject.GetData<LocalToWorld>();
MatrixUtility.GetTRS(data.ValueRO.matrix, out var oldTranslation, out var oldRotation, out var _);
data.ValueRW.matrix = MatrixUtility.CreateTRS(oldTranslation, oldRotation, e.NewValue);
ref var data = ref ComponentObject.GetData<LocalToWorld>();
var newScale = e.NewValue;
data.matrix.GetTRS(out var oldTranslation, out var oldRotation, out var _);
data.matrix = float4x4.TRS(oldTranslation, oldRotation, newScale);
};
container.Children.Add(new PropertyField() { Label = "Position", Content = _translationField });
@@ -48,14 +52,14 @@ internal class LocalToWorldEditor : ComponentEditor
public override void Update()
{
var data = ComponentObject.GetData<LocalToWorld>();
MatrixUtility.GetTRS(data.ValueRO.matrix, out var translation, out var rotation, out var scale);
data.matrix.GetTRS(out var position, out var rotation, out var scale);
_translationField.Value = translation;
_rotationField.Value = VectorUtility.CreateFromQuaternion(rotation);
_translationField.Value = position;
_rotationField.Value = math.degrees(math.EulerXYZ(rotation));
_scaleField.Value = scale;
}
public override void Destroy()
{
}
}
}

View File

@@ -8,6 +8,8 @@
<PublishProfile>win-$(Platform).pubxml</PublishProfile>
<UseWinUI>true</UseWinUI>
<EnableMsixTooling>true</EnableMsixTooling>
<!-- in .net 10, field keyword is not preview anymore, but we are still waiting roslyn team to update their code analyzer packages -->
<langversion>preview</langversion>
</PropertyGroup>
<ItemGroup>
@@ -117,4 +119,4 @@
<RootNamespace>Ghost.Editor</RootNamespace>
<ImplicitUsings>enable</ImplicitUsings>
</PropertyGroup>
</Project>
</Project>

View File

@@ -8,31 +8,31 @@ namespace Ghost.Editor.ViewModels.Pages.EngineEditor;
internal partial class HierarchyViewModel : ObservableObject, INavigationAware
{
[ObservableProperty]
public partial ObservableCollection<WorldNode> SceneList
public partial ObservableCollection<SceneNode> SceneList
{
get;
private set;
} = new(EditorWorldManager.LoadedWorlds);
} = new(EditorSceneManager.LoadedWorlds);
private void OnWorldLoaded(WorldNode node)
private void OnWorldLoaded(SceneNode node)
{
SceneList.Add(node);
}
private void OnWorldUnloaded(WorldNode node)
private void OnWorldUnloaded(SceneNode node)
{
SceneList.Remove(node);
}
public void OnNavigatedTo(object? parameter)
{
EditorWorldManager.OnWorldLoaded += OnWorldLoaded;
EditorWorldManager.OnWorldUnloaded += OnWorldUnloaded;
EditorSceneManager.OnWorldLoaded += OnWorldLoaded;
EditorSceneManager.OnWorldUnloaded += OnWorldUnloaded;
}
public void OnNavigatedFrom()
{
EditorWorldManager.OnWorldLoaded -= OnWorldLoaded;
EditorWorldManager.OnWorldUnloaded -= OnWorldUnloaded;
EditorSceneManager.OnWorldLoaded -= OnWorldLoaded;
EditorSceneManager.OnWorldUnloaded -= OnWorldUnloaded;
}
}
}