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

@@ -9,7 +9,7 @@ namespace Ghost.Graphics.Core;
public readonly struct ShaderPass
{
public ShaderPassKey Identifier
public Key64<ShaderPass> Key
{
get; init;
}
@@ -19,7 +19,7 @@ public readonly struct ShaderPass
get; init;
}
public LocalKeywordSet.ReadOnly KeywordIDs
public LocalKeywordSet KeywordIDs
{
get; init;
}
@@ -89,7 +89,7 @@ public partial struct Shader
/// <summary>
/// A representation of a GPU shader, including all the passes it contains.
/// </summary>
public partial struct Shader : IResourceReleasable, IIdentifierType
public partial struct Shader : IResourceReleasable
{
private readonly uint _cbufferSize;
private UnsafeArray<ShaderPass> _shaderPasses;
@@ -111,18 +111,18 @@ public partial struct Shader : IResourceReleasable, IIdentifierType
var pass = descriptor.passes[i];
// TODO: Handle inherited passes
if (pass is not FullPassDescriptor fullPass)
if (pass is not PassDescriptor fullPass)
{
continue;
}
var passKey = new ShaderPassKey(pass.Identifier);
var passKey = RHIUtility.CreateShaderPassKey(pass.Identifier);
var keywords = default(LocalKeywordSet);
if (fullPass.keywords != null && fullPass.keywords.Count > 0)
{
var localKeywordIndex = 0;
for (var j = 0; j < fullPass.keywords.Count; j++)
{
var group = fullPass.keywords[j];
@@ -149,9 +149,9 @@ public partial struct Shader : IResourceReleasable, IIdentifierType
_shaderPasses[i] = new ShaderPass
{
Identifier = passKey,
Key = passKey,
DeafaultState = fullPass.localPipeline,
KeywordIDs = keywords.AsReadOnly(),
KeywordIDs = keywords,
};
_passIDToLocal[GetPassID(pass.Name)] = (ushort)i;
@@ -207,6 +207,7 @@ public partial struct Shader : IResourceReleasable, IIdentifierType
void IResourceReleasable.ReleaseResource(IResourceDatabase database)
{
_keywordIDToLocal.Dispose();
_shaderPasses.Dispose();
_passIDToLocal.Dispose();
}