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:
@@ -136,7 +136,7 @@ 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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@@ -165,7 +165,7 @@ 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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@@ -339,7 +339,7 @@ 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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@@ -368,7 +368,7 @@ 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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@@ -552,7 +552,7 @@ 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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@@ -581,7 +581,7 @@ 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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@@ -775,7 +775,7 @@ 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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@@ -804,7 +804,7 @@ 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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@@ -1008,7 +1008,7 @@ 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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@@ -1037,7 +1037,7 @@ 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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@@ -1251,7 +1251,7 @@ 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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@@ -1280,7 +1280,7 @@ 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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@@ -1504,7 +1504,7 @@ 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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@@ -1533,7 +1533,7 @@ 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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@@ -1767,7 +1767,7 @@ 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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@@ -1796,7 +1796,7 @@ 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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