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

@@ -45,7 +45,7 @@ public abstract class SystemBase : ISystem
foreach (var queryID in _requiredQueries)
{
ref var query = ref World.GetEntityQueryReference(new Identifier<EntityQuery>(queryID));
ref var query = ref World.ComponentManager.GetEntityQueryReference(new Identifier<EntityQuery>(queryID));
if (query.GetEntityCount() == 0)
{
return false;
@@ -197,7 +197,7 @@ public abstract class SystemGroup : ISystem
private static List<ISystem> Sort(List<ISystem> systems)
{
// 1. Build the Graph
// Key: The System, Value: Systems that MUST run before the Key
// Key64: The System, Value: Systems that MUST run before the Key64
var dependencies = new Dictionary<Type, HashSet<Type>>();
var systemMap = systems.ToDictionary(s => s.GetType(), s => s);