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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@@ -486,7 +486,7 @@ internal unsafe class D3D12CommandBuffer : ICommandBuffer
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_commandList.Get()->RSSetViewports(1, &d3d12Viewport);
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}
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public void SetPipelineState(GraphicsPipelineKey pipelineKey)
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public void SetPipelineState(Key128<GraphicsPipeline> pipelineKey)
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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@@ -601,6 +601,24 @@ internal unsafe class D3D12CommandBuffer : ICommandBuffer
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_commandList.Get()->IASetPrimitiveTopology(d3d12Topology);
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}
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public void SetGraphicsRoot32Constants(uint rootIndex, ReadOnlySpan<uint> constantBuffer, uint offsetIn32Bits = 0)
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{
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ThrowIfDisposed();
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ThrowIfNotRecording();
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#if !DEBUG
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if (_lastError.Status != ErrorStatus.None)
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{
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return;
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}
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#endif
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IncrementCommandCount();
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fixed (uint* pConstants = constantBuffer)
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{
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_commandList.Get()->SetGraphicsRoot32BitConstants(rootIndex, (uint)constantBuffer.Length, pConstants, offsetIn32Bits);
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}
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}
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public void Draw(uint vertexCount, uint instanceCount = 1, uint startVertex = 0, uint startInstance = 0)
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{
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ThrowIfDisposed();
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@@ -672,6 +690,32 @@ internal unsafe class D3D12CommandBuffer : ICommandBuffer
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// _device.Get()->DispatchRays();
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}
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public void DispatchGraph()
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{
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throw new NotImplementedException();
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}
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public void ExecuteIndirect(Handle<GraphicsBuffer> argumentBuffer, ulong argumentOffset, Handle<GraphicsBuffer> countBuffer, ulong countBufferOffset)
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{
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throw new NotImplementedException();
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ThrowIfDisposed();
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ThrowIfNotRecording();
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#if !DEBUG
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if (_lastError.Status != ErrorStatus.None)
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{
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return;
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}
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#endif
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IncrementCommandCount();
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var resource = _resourceDatabase.GetResource(argumentBuffer.AsResource());
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var countResource = _resourceDatabase.GetResource(countBuffer.AsResource());
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_commandList.Get()->ExecuteIndirect(null, 0,
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resource, argumentOffset, countResource, countBufferOffset);
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}
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public void UploadBuffer<T>(Handle<GraphicsBuffer> buffer, ReadOnlySpan<T> data)
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where T : unmanaged
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{
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