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:
@@ -113,7 +113,7 @@ public unsafe partial struct EntityQuery
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_currentArchetypeIndex++;
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if (_currentArchetypeIndex < _matchingArchetypes.Count)
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{
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_currentArchetype = ref _world.GetArchetypeReference(_matchingArchetypes[_currentArchetypeIndex]);
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_currentArchetype = ref _world.ComponentManager.GetArchetypeReference(_matchingArchetypes[_currentArchetypeIndex]);
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_currentChunkIndex = 0;
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if (_currentArchetype.ChunkCount > 0)
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@@ -142,7 +142,7 @@ public unsafe partial struct EntityQuery
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if (_matchingArchetypes.Count > 0)
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{
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_currentArchetype = ref _world.GetArchetypeReference(_matchingArchetypes[0]);
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_currentArchetype = ref _world.ComponentManager.GetArchetypeReference(_matchingArchetypes[0]);
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if (_currentArchetype.ChunkCount > 0)
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{
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SetChunk(0);
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@@ -309,7 +309,7 @@ public unsafe partial struct EntityQuery
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_currentArchetypeIndex++;
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if (_currentArchetypeIndex < _matchingArchetypes.Count)
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{
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_currentArchetype = ref _world.GetArchetypeReference(_matchingArchetypes[_currentArchetypeIndex]);
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_currentArchetype = ref _world.ComponentManager.GetArchetypeReference(_matchingArchetypes[_currentArchetypeIndex]);
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_currentChunkIndex = 0;
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if (_currentArchetype.ChunkCount > 0)
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@@ -338,7 +338,7 @@ public unsafe partial struct EntityQuery
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if (_matchingArchetypes.Count > 0)
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{
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_currentArchetype = ref _world.GetArchetypeReference(_matchingArchetypes[0]);
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_currentArchetype = ref _world.ComponentManager.GetArchetypeReference(_matchingArchetypes[0]);
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if (_currentArchetype.ChunkCount > 0)
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{
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SetChunk(0);
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@@ -515,7 +515,7 @@ public unsafe partial struct EntityQuery
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_currentArchetypeIndex++;
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if (_currentArchetypeIndex < _matchingArchetypes.Count)
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{
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_currentArchetype = ref _world.GetArchetypeReference(_matchingArchetypes[_currentArchetypeIndex]);
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_currentArchetype = ref _world.ComponentManager.GetArchetypeReference(_matchingArchetypes[_currentArchetypeIndex]);
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_currentChunkIndex = 0;
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if (_currentArchetype.ChunkCount > 0)
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@@ -544,7 +544,7 @@ public unsafe partial struct EntityQuery
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if (_matchingArchetypes.Count > 0)
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{
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_currentArchetype = ref _world.GetArchetypeReference(_matchingArchetypes[0]);
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_currentArchetype = ref _world.ComponentManager.GetArchetypeReference(_matchingArchetypes[0]);
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if (_currentArchetype.ChunkCount > 0)
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{
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SetChunk(0);
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@@ -731,7 +731,7 @@ public unsafe partial struct EntityQuery
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_currentArchetypeIndex++;
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if (_currentArchetypeIndex < _matchingArchetypes.Count)
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{
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_currentArchetype = ref _world.GetArchetypeReference(_matchingArchetypes[_currentArchetypeIndex]);
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_currentArchetype = ref _world.ComponentManager.GetArchetypeReference(_matchingArchetypes[_currentArchetypeIndex]);
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_currentChunkIndex = 0;
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if (_currentArchetype.ChunkCount > 0)
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@@ -760,7 +760,7 @@ public unsafe partial struct EntityQuery
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if (_matchingArchetypes.Count > 0)
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{
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_currentArchetype = ref _world.GetArchetypeReference(_matchingArchetypes[0]);
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_currentArchetype = ref _world.ComponentManager.GetArchetypeReference(_matchingArchetypes[0]);
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if (_currentArchetype.ChunkCount > 0)
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{
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SetChunk(0);
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@@ -957,7 +957,7 @@ public unsafe partial struct EntityQuery
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_currentArchetypeIndex++;
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if (_currentArchetypeIndex < _matchingArchetypes.Count)
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{
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_currentArchetype = ref _world.GetArchetypeReference(_matchingArchetypes[_currentArchetypeIndex]);
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_currentArchetype = ref _world.ComponentManager.GetArchetypeReference(_matchingArchetypes[_currentArchetypeIndex]);
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_currentChunkIndex = 0;
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if (_currentArchetype.ChunkCount > 0)
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@@ -986,7 +986,7 @@ public unsafe partial struct EntityQuery
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if (_matchingArchetypes.Count > 0)
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{
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_currentArchetype = ref _world.GetArchetypeReference(_matchingArchetypes[0]);
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_currentArchetype = ref _world.ComponentManager.GetArchetypeReference(_matchingArchetypes[0]);
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if (_currentArchetype.ChunkCount > 0)
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{
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SetChunk(0);
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@@ -1193,7 +1193,7 @@ public unsafe partial struct EntityQuery
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_currentArchetypeIndex++;
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if (_currentArchetypeIndex < _matchingArchetypes.Count)
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{
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_currentArchetype = ref _world.GetArchetypeReference(_matchingArchetypes[_currentArchetypeIndex]);
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_currentArchetype = ref _world.ComponentManager.GetArchetypeReference(_matchingArchetypes[_currentArchetypeIndex]);
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_currentChunkIndex = 0;
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if (_currentArchetype.ChunkCount > 0)
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@@ -1222,7 +1222,7 @@ public unsafe partial struct EntityQuery
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if (_matchingArchetypes.Count > 0)
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{
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_currentArchetype = ref _world.GetArchetypeReference(_matchingArchetypes[0]);
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_currentArchetype = ref _world.ComponentManager.GetArchetypeReference(_matchingArchetypes[0]);
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if (_currentArchetype.ChunkCount > 0)
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{
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SetChunk(0);
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@@ -1439,7 +1439,7 @@ public unsafe partial struct EntityQuery
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_currentArchetypeIndex++;
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if (_currentArchetypeIndex < _matchingArchetypes.Count)
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{
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_currentArchetype = ref _world.GetArchetypeReference(_matchingArchetypes[_currentArchetypeIndex]);
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_currentArchetype = ref _world.ComponentManager.GetArchetypeReference(_matchingArchetypes[_currentArchetypeIndex]);
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_currentChunkIndex = 0;
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if (_currentArchetype.ChunkCount > 0)
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@@ -1468,7 +1468,7 @@ public unsafe partial struct EntityQuery
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if (_matchingArchetypes.Count > 0)
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{
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_currentArchetype = ref _world.GetArchetypeReference(_matchingArchetypes[0]);
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_currentArchetype = ref _world.ComponentManager.GetArchetypeReference(_matchingArchetypes[0]);
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if (_currentArchetype.ChunkCount > 0)
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{
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SetChunk(0);
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@@ -1695,7 +1695,7 @@ public unsafe partial struct EntityQuery
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_currentArchetypeIndex++;
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if (_currentArchetypeIndex < _matchingArchetypes.Count)
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{
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_currentArchetype = ref _world.GetArchetypeReference(_matchingArchetypes[_currentArchetypeIndex]);
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_currentArchetype = ref _world.ComponentManager.GetArchetypeReference(_matchingArchetypes[_currentArchetypeIndex]);
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_currentChunkIndex = 0;
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if (_currentArchetype.ChunkCount > 0)
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@@ -1724,7 +1724,7 @@ public unsafe partial struct EntityQuery
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if (_matchingArchetypes.Count > 0)
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{
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_currentArchetype = ref _world.GetArchetypeReference(_matchingArchetypes[0]);
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_currentArchetype = ref _world.ComponentManager.GetArchetypeReference(_matchingArchetypes[0]);
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if (_currentArchetype.ChunkCount > 0)
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{
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SetChunk(0);
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