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

@@ -13,7 +13,7 @@ namespace Ghost.Editor.Core.SceneGraph;
public partial class EntityNode : SceneGraphNode
{
public WorldNode Owner
public SceneNode Owner
{
get;
set;
@@ -26,7 +26,7 @@ public partial class EntityNode : SceneGraphNode
public override SceneGraphNodeType NodeType => SceneGraphNodeType.Entity;
public EntityNode(WorldNode owner, Entity entity, string name)
public EntityNode(SceneNode owner, Entity entity, string name)
{
Owner = owner;
Entity = entity;
@@ -80,7 +80,7 @@ public partial class EntityNode : IInspectable
{
get
{
var r = Owner.World.EntityManager.GetEntityLocation(Entity);
var r = Owner.Scene.World.EntityManager.GetEntityLocation(Entity);
if (!r)
{
return null;
@@ -93,7 +93,7 @@ public partial class EntityNode : IInspectable
};
var location = r.Value;
ref var archetype = ref Owner.World.GetArchetypeReference(location.archetypeID);
ref var archetype = ref Owner.Scene.World.ComponentManager.GetArchetypeReference(location.archetypeID);
var it = archetype._signature.GetIterator();
while (it.Next(out var typeID))
@@ -114,11 +114,11 @@ public partial class EntityNode : IInspectable
continue;
}
var componentView = new ComponentView(t.Name, Owner.World, Entity, t);
var componentView = new ComponentView(t.Name, Owner.Scene.World, Entity, t);
root.Children.Add(componentView);
}
return root;
}
}
}
}