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

@@ -10,10 +10,10 @@ public class SceneGraphHelpers
/// </summary>
/// <param name="world">The world context where the entity will be created.</param>
/// <param name="entity">The entity to be wrapped in the <see cref="EntityNode"/>.</param>
public static EntityNode CreateEntityNode(WorldNode owner, Entity entity, string name)
public static EntityNode CreateEntityNode(SceneNode owner, Entity entity, string name)
{
owner.World.EntityManager.AddComponent(entity, new LocalToWorld { matrix = Misaki.HighPerformance.Mathematics.float4x4.identity });
owner.World.EntityManager.AddComponent(entity, Hierarchy.Root);
owner.Scene.World.EntityManager.AddComponent(entity, new LocalToWorld { matrix = Misaki.HighPerformance.Mathematics.float4x4.identity });
owner.Scene.World.EntityManager.AddComponent(entity, Hierarchy.Root);
return new EntityNode(owner, entity, name);
}
@@ -21,9 +21,9 @@ public class SceneGraphHelpers
/// Creates a new <see cref="Entity"/> and <see cref="EntityNode"/> entity with default components.
/// </summary>
/// <param name="owner">The world context where the entity will be created.</param>
public static EntityNode CreateEntityNode(WorldNode owner, string name)
public static EntityNode CreateEntityNode(SceneNode owner, string name)
{
var entity = owner.World.EntityManager.CreateEntity();
var entity = owner.Scene.World.EntityManager.CreateEntity();
return CreateEntityNode(owner, entity, name);
}
@@ -33,10 +33,10 @@ public class SceneGraphHelpers
/// <param name="world">The world context where the entities exist.</param>
/// <param name="parentNode">The parent entity to which the child will be attached.</param>
/// <param name="childNode">The child entity to be attached.</param>
public static void AttachChild(WorldNode scene, EntityNode parentNode, EntityNode childNode)
public static void AttachChild(SceneNode scene, EntityNode parentNode, EntityNode childNode)
{
// 1) If the child already has a parent, detach it first
var childHierarchy = scene.World.EntityManager.GetComponent<Hierarchy>(childNode.Entity);
var childHierarchy = scene.Scene.World.EntityManager.GetComponent<Hierarchy>(childNode.Entity);
if (childHierarchy.parent != Entity.Invalid)
{
DetachFromParent(scene, childNode);
@@ -46,14 +46,14 @@ public class SceneGraphHelpers
childHierarchy.parent = parentNode.Entity;
// 3) Insert child at the head of parent's child list
var parentHierarchy = scene.World.EntityManager.GetComponent<Hierarchy>(parentNode.Entity);
var parentHierarchy = scene.Scene.World.EntityManager.GetComponent<Hierarchy>(parentNode.Entity);
childHierarchy.nextSibling = parentHierarchy.firstChild;
parentHierarchy.firstChild = childNode.Entity;
// 4) Write back
scene.World.EntityManager.SetComponent(parentNode.Entity, parentHierarchy);
scene.World.EntityManager.SetComponent(childNode.Entity, childHierarchy);
scene.Scene.World.EntityManager.SetComponent(parentNode.Entity, parentHierarchy);
scene.Scene.World.EntityManager.SetComponent(childNode.Entity, childHierarchy);
// 5) Update children list in parent node
parentNode.AddChild(childNode);
@@ -64,16 +64,16 @@ public class SceneGraphHelpers
/// </summary>
/// <param name="world">The world context where the entities exist.</param>
/// <param name="node">The entity to detach from its parent.</param>
public static void DetachFromParent(WorldNode scene, EntityNode node)
public static void DetachFromParent(SceneNode scene, EntityNode node)
{
var hierarchy = scene.World.EntityManager.GetComponent<Hierarchy>(node.Entity);
var hierarchy = scene.Scene.World.EntityManager.GetComponent<Hierarchy>(node.Entity);
var parent = hierarchy.parent;
if (parent == Entity.Invalid)
{
return; // already root
}
var parentHierarchy = scene.World.EntityManager.GetComponent<Hierarchy>(parent);
var parentHierarchy = scene.Scene.World.EntityManager.GetComponent<Hierarchy>(parent);
// If entity is the first child, simply move head
if (parentHierarchy.firstChild == node.Entity)
@@ -86,11 +86,11 @@ public class SceneGraphHelpers
var prevSibling = parentHierarchy.firstChild;
while (prevSibling != Entity.Invalid)
{
var prevHierarchy = scene.World.EntityManager.GetComponent<Hierarchy>(prevSibling);
var prevHierarchy = scene.Scene.World.EntityManager.GetComponent<Hierarchy>(prevSibling);
if (prevHierarchy.nextSibling == node.Entity)
{
prevHierarchy.nextSibling = hierarchy.nextSibling;
scene.World.EntityManager.SetComponent(prevSibling, prevHierarchy);
scene.Scene.World.EntityManager.SetComponent(prevSibling, prevHierarchy);
break;
}
@@ -103,10 +103,10 @@ public class SceneGraphHelpers
hierarchy.nextSibling = Entity.Invalid;
// Write back
scene.World.EntityManager.SetComponent(parent, parentHierarchy);
scene.World.EntityManager.SetComponent(node.Entity, hierarchy);
scene.Scene.World.EntityManager.SetComponent(parent, parentHierarchy);
scene.Scene.World.EntityManager.SetComponent(node.Entity, hierarchy);
// Remove from parent's children list
scene.EntityNodeLookup[parent].RemoveChild(node);
}
}
}