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

@@ -433,20 +433,6 @@ internal sealed unsafe partial class D3D12ResourceAllocator
return uavDesc;
}
private static DXGI_FORMAT ConvertTextureFormat(TextureFormat format)
{
return format switch
{
TextureFormat.R8G8B8A8_UNorm => DXGI_FORMAT_R8G8B8A8_UNORM,
TextureFormat.B8G8R8A8_UNorm => DXGI_FORMAT_B8G8R8A8_UNORM,
TextureFormat.R16G16B16A16_Float => DXGI_FORMAT_R16G16B16A16_FLOAT,
TextureFormat.R32G32B32A32_Float => DXGI_FORMAT_R32G32B32A32_FLOAT,
TextureFormat.D24_UNorm_S8_UInt => DXGI_FORMAT_D24_UNORM_S8_UINT,
TextureFormat.D32_Float => DXGI_FORMAT_D32_FLOAT,
_ => throw new ArgumentException($"Unsupported texture format: {format}")
};
}
private static D3D12_RESOURCE_FLAGS ConvertTextureUsage(TextureUsage usage)
{
var flags = D3D12_RESOURCE_FLAG_NONE;
@@ -569,29 +555,6 @@ internal sealed unsafe partial class D3D12ResourceAllocator
return D3D12_RESOURCE_STATE_COMMON;
#endif
}
private static ResourceState D3D12StatesToRHIState(D3D12_RESOURCE_STATES states)
{
return states switch
{
//case ResourceStates.None:
//case ResourceStates.Present:
D3D12_RESOURCE_STATE_COMMON => ResourceState.Common,
D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER => ResourceState.VertexAndConstantBuffer,
D3D12_RESOURCE_STATE_INDEX_BUFFER => ResourceState.IndexBuffer,
D3D12_RESOURCE_STATE_RENDER_TARGET => ResourceState.RenderTarget,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS => ResourceState.UnorderedAccess,
D3D12_RESOURCE_STATE_DEPTH_WRITE => ResourceState.DepthWrite,
D3D12_RESOURCE_STATE_DEPTH_READ => ResourceState.DepthRead,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE => ResourceState.PixelShaderResource,
//case ResourceStates.Predication:
D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT => ResourceState.IndirectArgument,
D3D12_RESOURCE_STATE_COPY_DEST => ResourceState.CopyDest,
D3D12_RESOURCE_STATE_COPY_SOURCE => ResourceState.CopySource,
D3D12_RESOURCE_STATE_GENERIC_READ => ResourceState.GenericRead,
_ => ResourceState.Common,
};
}
}
// TODO: Dedicated pool for copy, render graph, and persistent resources
@@ -648,7 +611,7 @@ internal sealed unsafe partial class D3D12ResourceAllocator : IResourceAllocator
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private Handle<GPUResource> TrackResource(D3D12MA_Allocation* allocation, D3D12_RESOURCE_STATES state, ResourceViewGroup resourceDescriptor, ResourceDesc desc, bool isTemp)
{
var handle = _resourceDatabase.AddResource(allocation, _fenceSynchronizer.CPUFenceValue, D3D12StatesToRHIState(state), resourceDescriptor, desc);
var handle = _resourceDatabase.AddResource(allocation, _fenceSynchronizer.CPUFenceValue, D3D12Utility.ToResourceState(state) , resourceDescriptor, desc);
if (isTemp)
{
@@ -664,7 +627,7 @@ internal sealed unsafe partial class D3D12ResourceAllocator : IResourceAllocator
CheckTexture2DSize(desc.Width, desc.Height);
var d3d12Format = ConvertTextureFormat(desc.Format);
var dxgiFormat = D3D12Utility.ToDXGIFormat(desc.Format);
var maxDimension = Math.Max(desc.Width, Math.Max(desc.Height, desc.Slice));
var mipLevels = desc.MipLevels == 0
? (ushort)(1 + Math.Floor(Math.Log2(maxDimension)))
@@ -674,33 +637,33 @@ internal sealed unsafe partial class D3D12ResourceAllocator : IResourceAllocator
var resourceDesc = desc.Dimension switch
{
TextureDimension.Texture2D => D3D12_RESOURCE_DESC.Tex2D(
d3d12Format,
dxgiFormat,
desc.Width,
desc.Height,
mipLevels: mipLevels,
flags: resourceFlags),
TextureDimension.Texture3D => D3D12_RESOURCE_DESC.Tex3D(
d3d12Format,
dxgiFormat,
desc.Width,
desc.Height,
(ushort)desc.Slice,
flags: resourceFlags),
TextureDimension.TextureCube => D3D12_RESOURCE_DESC.Tex2D(
d3d12Format,
dxgiFormat,
desc.Width,
desc.Height,
mipLevels: mipLevels,
arraySize: 6,
flags: resourceFlags),
TextureDimension.Texture2DArray => D3D12_RESOURCE_DESC.Tex2D(
d3d12Format,
dxgiFormat,
desc.Width,
desc.Height,
mipLevels: mipLevels,
arraySize: (ushort)desc.Slice,
flags: resourceFlags),
TextureDimension.TextureCubeArray => D3D12_RESOURCE_DESC.Tex2D(
d3d12Format,
dxgiFormat,
desc.Width,
desc.Height,
mipLevels: mipLevels,
@@ -906,7 +869,7 @@ internal sealed unsafe partial class D3D12ResourceAllocator : IResourceAllocator
{
Size = (uint)sizeof(PerObjectData),
Stride = (uint)sizeof(PerObjectData),
Usage = BufferUsage.Constant,
Usage = BufferUsage.Raw | BufferUsage.ShaderResource,
MemoryType = ResourceMemoryType.Default,
};