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.
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@@ -36,7 +36,7 @@ public struct GraphicsCompiledResult : IDisposable
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public ref struct ShaderCompilationConfig
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{
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public ReadOnlySpan<string> defines;
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public string? include;
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public ReadOnlySpan<string> includes;
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public string shaderPath;
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public string entryPoint;
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public ShaderStage stage;
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@@ -144,6 +144,6 @@ public readonly struct ShaderReflectionData
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public interface IShaderCompiler : IDisposable
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{
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Result<ShaderCompileResult> Compile(ref readonly ShaderCompilationConfig config, Allocator allocator);
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Result<GraphicsCompiledResult> CompilePass(IPassDescriptor descriptor, ref readonly ShaderCompilationConfig additionalConfig, string? generatedCodePath);
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Result<GraphicsCompiledResult, ErrorStatus> LoadCompiledCache(ShaderPassKey key);
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Result<GraphicsCompiledResult> CompilePass(IPassDescriptor descriptor, ref readonly ShaderCompilationConfig additionalConfig, Key64<ShaderVariant> key);
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Result<GraphicsCompiledResult, ErrorStatus> LoadCompiledCache(Key64<ShaderVariant> key);
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}
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